This is the last prototype of this semester.I am very glad to have the chance to make a game without client.I mean I'd like to have a theme to work on,but if you have a client , you all focus on satisfying his needs and when you finish a prototype, you just find out this is totally not fun.Also there are eight people in one team, so you can hear many ideas.I also need to say that the unity is so powerful, especially for physics engine basic games.I will do the prototypes
In this prototype we took more time to get a final idea than the other three, we also used brainstorming to get more ideas.Nathan mentioned the character with noising laugh which he wanted it to use in our game. This character when it get hurt ,it will be divided into some small character and they keep laughing. we start from there, some guy( I can not remember who is that) mentioned physics engine game.This gave me my idea that we can make a game which is not just setting up all the things and let it happens.We effect the physics engine all the time. Everyone liked this idea and I suggest that we can control a character in a physic world and can kill the goobles and jump between the platform.But Chris had a good idea we just shoot them.
At first we decided that at the beginning of level there is just one big gooble and when it get hurt it divide into two goobles and the size of them depended on the position you hit.So we started to make it. Max had made a test level. After we checked that we just think this is not enough fun.So we change the start of game.There are a mount of goobles which get together,you need to use the item to kill them all and do not let them escape like right know
Our engineers get together want figure out how to let the goobles combine each other like a whole.
At first they just want to let it combine each other with the links, and I pointed out why we just use the Law of universal gravitation because the mass of each goobles is the same so we can just ignore it and and force is just depends on the distance between the two goobles and the G which we want it be.
I also did a level design for our game.I wanted to keep it is long enough and have a lot of platform which has elastic force or gravity (different shapes present different force).This will let the player feel difficult at first but they will find out the rules and get through the level with their knowledge.I think the way I build the level is very good at expanding, you can add a new shape to let the player to learn new thing and improve the playabilities of the game.
Then I modeling it in the 3Dmax.
I also did a level design for our game.I wanted to keep it is long enough and have a lot of platform which has elastic force or gravity (different shapes present different force).This will let the player feel difficult at first but they will find out the rules and get through the level with their knowledge.I think the way I build the level is very good at expanding, you can add a new shape to let the player to learn new thing and improve the playabilities of the game.
Then I modeling it in the 3Dmax.
