Friday, April 22, 2016
Monday, April 18, 2016
Tetris Analysis
Priorities:
- Interface! (HUD)
- Spawn random pieces
- Piece Rotation
- Scoring
- "Tetris Bonus"
Assets:
- Pieces (see image below as reference)
- Background Image
- Fonts
- Background Music
- Piece sounds (upon scoring)
Monday, April 11, 2016
Attract Trailer Analysis
So since we're making an attract trailer for the sophomore spinout game, here's an older game (from N64 era) that is compiled using gameplay footage! I kind of love the use of humor to demonstrate different aspects of the game, which gives it a "cheesy" yet "fun" feeling.
I don't think this would specifically work for my level, but I did enjoy it.
Here's a more serious video though, Distance gameplay is very unique, so I'm glad they were able to show it and it's different aspects. The ending cuts at the end are especially appealing to me.
I don't think this would specifically work for my level, but I did enjoy it.
Here's a more serious video though, Distance gameplay is very unique, so I'm glad they were able to show it and it's different aspects. The ending cuts at the end are especially appealing to me.
Friday, April 1, 2016
HUD
We are making a HUD for our racing game, and here's a mock-up of mine.
The lightning around the border of the speedometer is actually divided into 3 sections, and will deplete as the player uses up the weapon charges.
The circles behind what gear the car is in will not be there permanently, only the gear that the car is in will have a circle behind it.
The health bar works in a similar fashion to the "ammo" gauge, but goes by 25/50/75/100%.
The lightning around the border of the speedometer is actually divided into 3 sections, and will deplete as the player uses up the weapon charges.
The circles behind what gear the car is in will not be there permanently, only the gear that the car is in will have a circle behind it.
The health bar works in a similar fashion to the "ammo" gauge, but goes by 25/50/75/100%.
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