Archiv für den Monat: Mai 2014

Storytime, Ladies and Gentlemen!

أهلا و سهل! (This is egyptian for: Hello!)

Lend me your ears, my friends! The first draft of the story has been written! Let me shortly give you an impression of the story, but sorry, the more detailed one is what you have to experience in the game!

Oaraph, the most popular Pharao ever existing in Egypt has grown old, and can no longer reign the country. After his death, his son follows the throne. But his son, well…is actually a no- good. And that is exactly what the Romans thought. They took the chance to conquer the holy country of Egypt. But the Gods recognized this danger, and started to make a plan. They send back Oaraph to save the country!

Well…thats good, but not what Oaraph wants!

 

Curious for more? Well then stay tuned! Maybe we make some slight changes to this, but all in all this should be the story! Hopefully you like this!

 

Tim :)

Fireballs!

aka developement of a ranged attack

In my first draft, I had a targeted ranged attack in mind.
Launching homing missiles at an object in range, when you point at it and fire.
While writing the script, that would mark the targetted enemy and handle the launching,
it occured to me, that basic ranged attacks are hardly ever targeted – nor homing.
They can be fired at any given time in any direction.
Mostly, because they are not only used against foes, but also to destroy certain objects.

So i decided to make the basic ranged attack a really simple one:
It now just fires a projectile at wherever the player is looking.
Any object hit by it will take damage (if it is supposed to be destroyed).
This still took me quite a while, beacuse frankly: 3rd Person is a bitch.
The local difference between the camera and the avatar requires quite a few tricks.

To indicate the players target, I also added a dynamic crosshair:
It swiches colors, when aiming at an enemy and varies in size, depending on how close the object is.
Also, the attack has a minimum range. If an object is too close, the crosshair will disappear, and shooting won’t be possible.

For the projectile I chose a green fireball.
I’m not certain this will make it into the final version – but for now it does the job … and it looks rather awesome.

Green Flameballs
Fireballs in action

Shooting dummies. Notice the changed crosshair
Dynamic crosshair

The homing missile idea is not gone, though. It will be part of a higher rank of the basic attack.
I’m not fully decided, but it might be some chargeable homing attack.
However, this will be one of the features to tackle, if we have some spare time before the deadline.

Sprint II

Hey Guys,

Since our website wasn’t ready until two weeks ago,
I hit you with the update on our first sprint in retrospect.

Our updates are supposed to be on time with what we are actually doing right now.
So today I will talk about our plans for the second sprint, which we developed last week, as well as what happened since.
Again, we have a slight delay, but we’re catching up.

Continue reading

Enemy #1: The scarab

In the following timelapse, i will show you guys how i modeled the basic mesh for our first enemy. The scarab!

I started with some simple spline modeling on the 2D image and with the help of some modfiers i created a 3D shape. Finally i sculpted a little bit with the FFD modifier. This little guy still needs his eyes, legs and a little personality. Stay tuned for more insight in the process of 3D character asset design!

 

First impressions of our characters

The design of the prototypes for our characters is currently in full courses.

Here are a few impressions of the first prototypes for our characters!

 

THE PHARAOH – MAIN CHARACTER

Prototype # 1

Pharao Prototyp 1-1Pharao Prototyp 1-2 Pharao Prototyp 1-3

Prototype # 2

Pharao Prototyp 2-1 Pharao Prototyp 2-2Pharao Prototyp 2-3

We decided to use Prototype # 1 – the depiction of muscular and short-legged pharaoh.

 

THE OPPONENTS – THE BUG

In addition we determined to use different kinds of opponents. A bug-like creature is considered to be one of our opponents.
So far, I created various kinds of a bug-like creature as for instance a scarab:

Prototype # 1 (Scarab)

Käfer Prototyp 1 (Skarabäus)

Prototype # 2

Käfer Prototyp 2

Prototype # 3

Käfer Prototyp 3

Ultimately we agreed to use a mixture of this three prototypes.

New prototypes will be uploaded soon!

Story time

You might wonder how we got to the name Oaraph.

Well, it’s quite simple, actually:
Our main character is an egyptian mummy. A pharaos mummy, to be precise.
In the beginning of the game, he is woken from what he expected to be his final rest.
But his gods have something more important planned for him.
In order to fulfill this noble task, he will have to get up,
dust off and find a way out of his pyramid.
Unfortunately, he had his tomb designed with a state of the art security system to keep anything from getting in – or out.
Leaving him with more than just a few obstacles on his way.

As you see, everything is going to be a little … backwards.
So, to avoid any further confusion, we decided to reflect the games attitude in its name.

Kickoff!

So, two weeks ago we had our first sprint opening.
The sprint will run for two weeks, giving us two „dayli“-scrums and thus a sum of 16 hours of workload for each team member.
Using the framework for the first time, we’re still quite unsure in all the rituals and rules that are Scrum.
We started by defining our userstories and grading them according to how difficult they will be to realise for the whole of our team.
Next, we picked the userstories we deemed most important and split them into single tasks.

DSC_0413
whiteboard sprintopening

DSC_0408
scrumboard week 1

One part that had to be taken care of wasn’t actually a user story, but still essential to the success of this project: The communication and presentation platforms.
As their preparation – including this blog – was a set of tasks in said two weeks, this first „update“ is in retrospect rather than anticipatory.
Naturally, we haven’t had the opportunity to publish some work in progress as well.


 A quick report on what we did so far:

  • We agreed the major features of our game, as well as the first prototype.
    (which can be seen on our about page.)
  • We went about or first tasks, including:
    • basic movement
    • a basic character model
    • a feedback system/ text GUI
    • a rudimental combat system
    • a first level, mainly to test everything

    and put this all together, creating our first prototype

  • Additionaly we set up a moodboard, to inspire our Artworks and Gamedesign
    since we dont’t have an office, it’s just a google drawing – but it does the job.

    Our virtual moodboard on the first day.
    Our virtual moodboard on the first day.