Skip to main content

Semester 3 Design Inspiration

First Person Shooter Project

For this project, I looked into existing first and third person shooters to better understand how they handle shooting. The process is more complex than I originally expected, as one cannot simply spawn a projectile


Top Down Game Project

My idea for this game is a top-down strategy RPG that combines the gameplay of the Worms series with the style and perspective of XCOM or Baldur's Gate and the progression system of roguelikes such as Slay the Spire, Dead Cells and Hades. 



I plan to make the characters move around like Droideka from Star Wars. They are robots that turn into a ball to roll around then are ready to attack when they stop and leave the ball.

https://youtu.be/vczTsPuJ20s?si=r81kRWkQ3DVFGgvd



For the setting of the game, I plan to create maps of small environments, in which the player characters are miniature too. For this, I will take inspiration from games such as micromachines and Mario Party DS. The characters being small creates the opportunity for fun and unique scenery. As well as this, there could be some interesting level design and interaction with objects that can happen on a smaller scale, such as objects falling onto players or displacing them. These things could happen when players enter certain areas or destroy objects that are holding up other objects. 

https://youtu.be/X1AyBSntg7A?si=M2OnMS1fujeiAJge

https://youtu.be/VnRDrYxx6Aw?si=LBk6ANCLg1B4Wx3t



My game is similar to the game Worms. This game has an interesting throwing mechanic that allows the player to charge their throw power by holding their input down to throw farther. The difference with my game is that it is 3D, so it is more complicated to determine the exact direction the player wants to aim.

https://youtu.be/xA4oBUqGeok?si=fX21DSvM5yRWfAip



Because my intended theme for my game was small characters in miniature worlds, I began looking into how similar games create the effect of the characters being miniature. The player's only sense of scale in the world is the size of other objects, so I use an effect commonly used in photography called tilt-shift. After some research, I discovered this method takes regular photos and makes the objects in it look like miniature toys.

https://images.squarespace-cdn.com/content/v1/53a2b3a1e4b0a5020bebe676/1610366822380-UKI6EGM85TOGHN5EHL9O/Goodden-Tilt-Shift-Photography-Tutorial-5.jpg

Games such as Pokemon: Brilliant Diamond / Shining Pearl and The Legend of Zelda: Link's Awakening for the Nintendo Switch use this effect to make its world and characters seem miniature.

https://i.imgur.com/uBO6AXy.jpg

The tilt shift effect in games works by zooming out the camera but decreasing the field of view so the player can still see the same amount of the game, but they are further away, convincing their subconscious that they are looking at objects that are smaller. The blurring at the top and bottom of the screen (far from the focal point) emphasises this effect. 



The Just Cause games have a tether tool that allows the player to attach two ends to two different objects and pull them toward each other.

https://youtu.be/9N38THuM2-w?si=9XgZlPqQUrFcri-n


For the player's energy orbs, I took inspiration from the game Slay the Spire, as it has a good energy system and a character that attacks enemies with lightning orbs. 
















Comments

Popular posts from this blog

Semester 2 Submission

Project Outline This project is an exploration into player feedback and player reward in game mechanics. I have explored this by creating mechanics in Unreal Engine, imagining how they might be used in a game, and how a player might feel when using them. This exploration progressed into player reward in puzzle scenarios, which links into my current area of research. I looked into how visuals can create a language that the player will learn to understand while playing the game, and will guide them through problem solving in the game.  Project Context My semester 1 project was a core puzzle game, meaning the game was centred on a central puzzle mechanic and expanded from that point. I wanted to explore a mechanic that was more of a peripheral puzzle that exists as side quests to the main gameplay. Many popular game series have main gameplay mechanics with puzzles along the way, such as Batman Arkham, Resident Evil, and Tomb Raider. As these types of games are extremely popular and (a...

Design Inspiration Semester 2

First person adaptation I decided to switch the view of my game from third person to first person. I made this decision because movement around the levels would sometimes give the player a confusing perspective (if they had their back to a wall for example). I moved the camera to instead hover above a pair of arms, that would be used to show the hand movements from a first person perspective. The challenge now was to recreate every animation in first person instead. I looked into first person games that think have good first person hand animations. I think Dishonored (2012) is one of the best example, as it relies heavy on the tools and abilities that centre around the player character's hands. One of my favourite aspects of the design is the way the knife moves from a regular to a reversed grip when entering stealth. The knife is clearly visible and serves its purpose in both grips and it tells the player they are in stealth mode without the need for another visual prompt (there i...

Semester 2 Project Progress

13th January 2025 To begin this project, I am experimenting with creating different game mechanics. This is to build up a repertoire of skills in Unreal Engine and also see if any mechanics seem as if they can be adapted or incorporated into a game. I began by using free assets to make a character that can run around and execute an attack pattern. This was just to experiment with the assets and create a character that I could test other mechanics with. The first mechanic I created was one that lets the player grab an object and pull it toward them. When within a defined range, the player's reticle changes shape to indicate to them the object they're looking at can be grabbed. Grabbing it moves the object on an arcing trajectory toward the player. This could be used to grab a weapon to use, to bring an enemy closer to be attacked, etc. 14th January 2025 I added functionality for the player to hold an object and attack with it. When an object is pulled toward the player and reach...