College Work


LifeCycle: Tour de Dance

 

Introduction

LifeCycle: Tour de Dance is a procedurally generated endless cycler game where the player must avoid traffic and break the record for longest uninterrupted cycle. The player must avoid traffic and other dangerous obstacles as any stopping will cause the record to have to be restarted.

Overview

The game will require the player’s full attention while playing, they are automatically snapped to the middle of which ever lane they are cycling in and must swap lanes when a car starts to approach. Cars can approach from behind or in front and their drivers have a particular distaste for cyclist, they wont care if you’re in their way, so you better change lanes!
Other obstacles will include angry pedestrians, elitist cyclists, dogs, stray footballs etc This ensures the player cant become to content with their environment and must keep on the lookout.
The “Tour de Dance” refers to the fact that every object in the scene will have it’s own sound and/or riff associated with it. While they are in the scene they will mix together to create a dynamic soundtrack that changes while you are playing. For instance, cars will have a slow bassy thump while they drive, cyclists will have higher pitched tones and a faster tempo, lamposts will have singular dings of sound as the come into the scene.

Scope

In 11 weeks I hope to have a completed game with at least one sound / riff per dynamic object in the scene, a sprite with at least 3 frames of animation per dynamic object and 1 frame per static object.
The player will be able to move lanes, collide with cars and turn corners at as the road changes.

Challenges

The image in my head for this game is that of a colorful NES game. It being in 2D has it’s own challenge of sorting collision layers based on what lane an object is in.
I’m a relative newcomer to pixel art, especially the animation side of things, if I cant find someone to outsource this work to I could possible lose a lot of valuable time to getting it looking right.
Finally the audio aspect will require a lot of tuning, while I’m confident I can get the technical aspect of it working, it being a somewhat dynamic system makes it a challenge to compose something that isn’t a cacophony of noise. Ultimately though I think the audio aspect could help with the “composition” of certain chunks of the game by dictating what and when to spawn things, thus taking some of the randomness out of the game.

Production plan


College Prototype: PeaceKeeper

This weeks theme was “Peace” or “Piece”, it was left rather ambiguous…

The object of the game is to prevent unrest from rising. You start off doing this by your presence and staring at groups of people, as the people get more unruly you unlock new tools to put them in their place.

We had a week to make it but in reality I probably only had 8 hours in total to work on it.

There is some basic leaderboard support, players who maintain the peace longer earn higher placing.

 


College Environment

A small level to test out the Prototype plugin

I wasn’t aware Prototype didn’t have any support for texturing your level once you’re done. I’m very happy with the lighting though, It’s definitely something I’d like to come back and add to.


Guard AI Prototype

Here is the first prototype of our Guard AI. Please give it go and leave feedback either in the game by clicking the GA button or in the comments section  here.

 

Objective: Try not to get seen!

Controls:

WASD to move

Mouse for camera

Right click to go fullscreen

Next update should include a fully animated character model and significantly better camera control!


Agent||Operator

 

agop

Agent||Operator is a game that I am working on along with David O’Neill. It is a Cooperative Stealth/Hacking game inspired by spy movies and TV shows like 24 and Batman Beyond.

Players can control an Agent or an Operator. There can be multiple Agents, who navigate the world in a first person perspective. They must remain hidden and take in their environment as there will be cameras, drones, trip wires and all sorts of clues as to invisible threats. They can use their programmable tagging device to interact with the environment, the players senses and timing is only 50% of what will keep the mission on track, the other half of every Agent, is the Operator.

The Operator plays from a 2D top down perspective. The can navigate the world as if it were a map or blueprint, when an Agent is in range of an entity(cameras, doors, drones, etc), or manages to tag one with the correct preprogrammed functions, the Operator can hack into the entity and take full control of its functions. The Operator can lock doors, take control and view cameras, even completely reschedule a drones waypoint systems.

We are still working on Agent||Operator in a prototypical sense, but we want to keep you informed to the decisions we make along the way. We also bring with us to any events we can show it off and get people opinions of it, so keep an eye out for posts about that!

You can follow our Agent||Operator Facebook Page for more up to date information.