link to crimson fate download
www.megaupload.com/?d=040MCGIK
Thursday, November 19, 2009
Thursday, November 12, 2009
assets
i made many models for my game level from dozens of buildings, bunkers, walls, towers, barracades, a giant cannons and props like rubbish bins, lamp post, post boxes.
the cannon is a central part of my game level. its the biggest model in the game level and is the main objective in the game which is the player has to go inside the cannon and stop it from firing. i added a lighting particle effect on the tip of the cannons barrel, the cannons has rod around the barrel that conducts lighting to the center of the barrel tip and the cannons shoots a lighting field. the lighting package i download from unity site.
i got trees in my game level from a trees ambient-Occlusion tree package i got from the coconut shy game asset
the cannon is a central part of my game level. its the biggest model in the game level and is the main objective in the game which is the player has to go inside the cannon and stop it from firing. i added a lighting particle effect on the tip of the cannons barrel, the cannons has rod around the barrel that conducts lighting to the center of the barrel tip and the cannons shoots a lighting field. the lighting package i download from unity site.
i got trees in my game level from a trees ambient-Occlusion tree package i got from the coconut shy game asset

some buildings
tower
some street props, rusty barrel, rubbish bin, lamp post and a stop sign
the giant wall and some barracades
the giant cannons with its lighting particle effect
the music i got in my game level is
inner universe by Yoko Kanno
Wednesday, November 11, 2009
PC and PS3 controls
the controls are a combonations between a fps and a hack and slash
Crimson fate controls for PC
W: forward movement
S: back movement
A: left movement
D: right movement
Mouse: to look around in 3rd person if melee weapon in use and in 1st person when gun is in use
Roll mouse button, numbers: to change weapons
Left mouse click for attack (shoot with gun)
Right mouse click is for combo with melee weapon (zoom in with gun)
R: reload with gun
Space: jump
C: crouch
G: grenade if equipped (or a special attack)
Shift: special attacks
Q: ultimate mode
E: interact
V: rally ally units to reform formation
F, X: extra special attack
Tab: to go to army command menu
Esc: to go to quit and options
Crimson Fate for PS3
Left analog: to move around
Right analog: to look around
X: jump
Square: to melee attack/ reload with gun
Triangle: combo
Circle: interact
R1: special attack with melee weapon/shoot with gun
R2: special attack
R3: ultimate mode
L1: grenade or special attack
L2: special attack
L3: crouch
Up left pad: rally units
Left and right left pad: change weapons
Down pad: zoom with gun
Start: to go to army command
Select: to go to quit and options
Crimson fate controls for PC
W: forward movement
S: back movement
A: left movement
D: right movement
Mouse: to look around in 3rd person if melee weapon in use and in 1st person when gun is in use
Roll mouse button, numbers: to change weapons
Left mouse click for attack (shoot with gun)
Right mouse click is for combo with melee weapon (zoom in with gun)
R: reload with gun
Space: jump
C: crouch
G: grenade if equipped (or a special attack)
Shift: special attacks
Q: ultimate mode
E: interact
V: rally ally units to reform formation
F, X: extra special attack
Tab: to go to army command menu
Esc: to go to quit and options
Crimson Fate for PS3
Left analog: to move around
Right analog: to look around
X: jump
Square: to melee attack/ reload with gun
Triangle: combo
Circle: interact
R1: special attack with melee weapon/shoot with gun
R2: special attack
R3: ultimate mode
L1: grenade or special attack
L2: special attack
L3: crouch
Up left pad: rally units
Left and right left pad: change weapons
Down pad: zoom with gun
Start: to go to army command
Select: to go to quit and options
Tuesday, November 10, 2009
menu and inferface
i was thinking of a HUD like these one. but with some extra bit like weapon(will show ammo if gun is in use) and in my story the character will have a life bar, a spirite bar for special attacks, a area energy field for how much bullets the character can take before taking cover and a ultamate mode bar.
ok this is my character HUD. the red bar is for life, the blue for sprite power for special attacks which can be charged with holding a certain button or with an item. the grey is the area field which the character will have to take cover for it to charge and the orange is for ultamate mode which is like god of war god mode and onimusha oni mode in my story only some character have this power. the character faces wilk be in the gold ring and right to ut is the current weapon the character is using, if the character is using a gun then ammoution will be show in numbers right to the weapon
this is my menu i made metalic like because it is kinda futuristic and i added the numbers and bullet holes to show its modern. the red is blood which also represents the name Crimson Fate (the fate of blood, the fate of a person and people). and the japanese symbol light in the middle is side the main characters are on the side of light.

name of game
i finally decide on a name for my game. it called Crimson Fate. it will be on xbox 360, ps3 and pc.
Tuesday, October 27, 2009
Monday, October 19, 2009
accessibility questions
making a game accessible is important it lets more people buy your game.
1. How can a game interface address accessibility issues? Choose a current game and discuss how you would modify it so that it addresses visual, audio, and motor disabilities.
i played prototype. i found the game has subtitles so it deaf friendly and even with no sound the player should the player can still get the game, the game has alot of dull colors so color blind people cant still play and follow the game. there is a mini map which is the main source of intel to the player on what to do and where to go, even with lack of color it wont affect this. the gameplay is simple just use movement keys and 2 attack button and could use 1 button to switch abilities. i would modify that when soem happens to the civilians their speech is also subtitled so the player knows more on what happening in the players surroundings.
2. How does audio enhance a game interface? Play an electronic game with and without audio, and make note of how audio is used as an interface element. How does the functionality of the game improve when audio is used?
in games audio lets player hear the surroundings. make it seems more real. in phototype play can know more on when the police are after him or the infected are around when the civilians are screeming. with out the sound the player can only know wheb thet are there when the visual action is happening.
3. What makes an interface usable? Play an electronic game for at least four hours. Do you feel that the game’s “fun factor” is compromised by the interface? Why or why not? Make note of anything that seems awkward to you—such as the placement of interface elements, and the amount of time required to complete a task
in protoype the main interface doesnt interfear with the game play but when changing abilities a new interface pops up in the middle of the screen. that can be annoying in battle.
4. Does an interface always successfully address both primary and secondary goals? After playing an electronic game and familiarizing yourself with its interface, discuss whether or not the interface addresses these goals. Would you make any improvements to the interface?
in prototype the primary and secondary goals are successfully addressed in the interface. the goals are shown in the minimap and the main are flashing.
5. How can an interface reach a successful balance between functionality and aesthetics? Choose an electronic game that has a highly functional but less aesthetic interface. Create a rough design in color that shows how you would improve upon the interface by modifying its aesthetic qualities.
1. How can a game interface address accessibility issues? Choose a current game and discuss how you would modify it so that it addresses visual, audio, and motor disabilities.
i played prototype. i found the game has subtitles so it deaf friendly and even with no sound the player should the player can still get the game, the game has alot of dull colors so color blind people cant still play and follow the game. there is a mini map which is the main source of intel to the player on what to do and where to go, even with lack of color it wont affect this. the gameplay is simple just use movement keys and 2 attack button and could use 1 button to switch abilities. i would modify that when soem happens to the civilians their speech is also subtitled so the player knows more on what happening in the players surroundings.
2. How does audio enhance a game interface? Play an electronic game with and without audio, and make note of how audio is used as an interface element. How does the functionality of the game improve when audio is used?
in games audio lets player hear the surroundings. make it seems more real. in phototype play can know more on when the police are after him or the infected are around when the civilians are screeming. with out the sound the player can only know wheb thet are there when the visual action is happening.
3. What makes an interface usable? Play an electronic game for at least four hours. Do you feel that the game’s “fun factor” is compromised by the interface? Why or why not? Make note of anything that seems awkward to you—such as the placement of interface elements, and the amount of time required to complete a task
in protoype the main interface doesnt interfear with the game play but when changing abilities a new interface pops up in the middle of the screen. that can be annoying in battle.
4. Does an interface always successfully address both primary and secondary goals? After playing an electronic game and familiarizing yourself with its interface, discuss whether or not the interface addresses these goals. Would you make any improvements to the interface?
in prototype the primary and secondary goals are successfully addressed in the interface. the goals are shown in the minimap and the main are flashing.
5. How can an interface reach a successful balance between functionality and aesthetics? Choose an electronic game that has a highly functional but less aesthetic interface. Create a rough design in color that shows how you would improve upon the interface by modifying its aesthetic qualities.
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