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.
Monday, October 5, 2009
look at my city now
i changed my city a bit from the original blue print. i took away those rock and added walls and those bunkers. and i decide the cannons will become one of the main objectives in this level which is to capture the cannon and kill the boss in side. but if the boss could not be killed then the cannon must be destroyed.
i am still working on this level. i will make it better.
Tuesday, September 8, 2009
game level
well from all my ideas and from my time and skill i will be making a first person shooter with maybe some close combat fighting and maybe some stratigy but most likly cant put that in.
this is a sketch of my game level that is going to be made in 3dsmax and unity.

here is this map remade in photo shop

now as those purple rectangles are airbattle ships. ill only add them if i have time and the resources.
the objectives are numbered.
1. is secure the plain with the three rocks
2. destroy the enemy front line command post
3. destroy all turrents cannons
4. destroy the enemy reserve base
5. destroy the other enemy reserve base.
6. kill the enemy commander.
these objectives will basicly kill all enemies in that area. unless i have time and knowledge to like make more unique objectives and more objectives.

this is a render picture of the city i made in 3ds max.
this is only my first idea it may change alittle or alot.

this is one of the cannons i have made to put in this game.
there will be many of these cannon in the level. but the cannons are for destroy tanks and those air ships. if the airships are including the cannons will be fine in the game but if not then they may just sit there as they will be over kill for tanks and destroying buildings will be hard. so i might make this cannons into one huge giant one and the main objective is to destroy it before it shoots and puts a hole in the ground where the player and allies were. but as i said this idea may change alittle.
this is a sketch of my game level that is going to be made in 3dsmax and unity.

here is this map remade in photo shop

now as those purple rectangles are airbattle ships. ill only add them if i have time and the resources.
the objectives are numbered.
1. is secure the plain with the three rocks
2. destroy the enemy front line command post
3. destroy all turrents cannons
4. destroy the enemy reserve base
5. destroy the other enemy reserve base.
6. kill the enemy commander.
these objectives will basicly kill all enemies in that area. unless i have time and knowledge to like make more unique objectives and more objectives.

this is a render picture of the city i made in 3ds max.
this is only my first idea it may change alittle or alot.

this is one of the cannons i have made to put in this game.
there will be many of these cannon in the level. but the cannons are for destroy tanks and those air ships. if the airships are including the cannons will be fine in the game but if not then they may just sit there as they will be over kill for tanks and destroying buildings will be hard. so i might make this cannons into one huge giant one and the main objective is to destroy it before it shoots and puts a hole in the ground where the player and allies were. but as i said this idea may change alittle.
Tuesday, August 4, 2009
references
this picture from warrhammer 40k is an example of what a battle scene and soldior would be like.
another example of a type of ninja monk in a high tech suit.
picture from metal gear 2.
this picture from the japanese movie Jin roh wolf brigand is another example of a the appearance of the standard soldiors in my story. after Raikous reform the monks will also be dressed in this type of armor but of course armed with a melee weapon like a sword.
story ideas
well i have a few story lines. but i have 2 main ones they are almost the same the only difference is one is set in ancient china the other is set in the distant future(i also expanded idea on this story). at first i was going to use my story set in the future. but i had a think and i realise there isnt alot of game set in ancient china. there is no rts set in china and no game genre like onimusha, prince of persia. ninja gaiden and god of war set in ancient china. ill give a summary of both stories and hopefully deside on one in the end. first the future story. now at first this story what just set at around 20 years from now only on earth. where the world is in constant war with rich banking families backing there armies on certain countries. now a secret society of monks situated in asian made up made of different races from all over the world that have the power to use naiden (is flowing ki i.e. life force around the body strenghting the body and able to have unhuman abilites like super speed and moving objects with the mine.) and gaiden (flowing ki into a weapon making it able to cut any thing and with the right concentration able to form a enegy wave with a swing of a blade). these monks are like the Shaolin monks, elite warriors cross with samurais and ninjas so they are not all bald little killing machines and there are rogue warriors like them. i still need to make name for these monks. idea are will call them the more modern shaolin monks, avatars, ki warriors. now these monks wanting to make world peace also fight their evil counter parts who also doing the same thing joining a rich warlord for world conquest desided to unite the world thus became soldiors to the most uncorrupted banker in asia, from a few other bankers from over countries also went to asia to help back this world conquest campaing. now the start warfare in this story is like it is today but when no more nucs and high speed jet fighters as they are all destroyed and the world is kinda in chaos. war a forth with much slower fighter jets, standard infantry with guns snipers etc. but with hover vehicles and giant flying airships. i know what your thinking why would there be no high speed jet but there is hover vehicles. well in reality high speed jets make wat boring. a plane at high speed that no one can catch can just drop a few bombs and thats it. the mainly part of this story are those monks, they uses their weapons, skills and ki powers to fight and of course in this game you play as them.
now the is mainly about a young monk name Raikou Tensei (still thinking of better names but this might just do) Raikou is a rank 1 rank because he has a very rare uniqe ulitmate skill that give him the ability to use lighting looking attacks called the Raizen that destroys any ki base enemy field, making it a fearful ability. Raikou starts out as a sub general in his Sensei's unit but evenually gains his own unit and even reforms the entire army thus makes the back bone of the new empire the monks and the ally bankers worked together to create. as really young like the age of 12 Raikou was an assasin killing bankers, corrupt polutitions and evil warlords becomes a general when the monks entered the army. the reforms Raikou made become Viceroy of the newly formed empire was that the bankers must spend more money on the empires soldiors, all the soldior and monks became heavily armored and all uniformed, equiped with the best guns etc. new war tactics came to play with the new army equiped with blades on guns to help right against enemy dark monks and monk mercs, warfare become over open there are 2 main type of units the skirmishing cover hiding units and the heavily armored open field units. then the other warring states do the same thing but not as good as Raikou and the dark monks armies. so the war involve getting close to the enemy and using more about using the right units to counter other, of course this reform will happen near the start of the game and will progress more as the characters become stronger. the primarly weapons and equips Raikou uses are heavy front line armor as he is a front line general, he uses a large twin sided haldbard with a katana and a jian(chinese strainght sword) sword as his side weapon. the haldbard is his main weapon, the katana is used for a special sword drawing attack or dual weird and the jian sword is a family relic and is the only that Raikou can channel his lighting powers into with out melting it thus he is able create shock waves of lighting. but finds out of this near the end of the game. Raikou some times fights with a ungie type of warfarw i made up where him and a unit of heavily arm soldiors and monks armed with explosives ride hover bike and fly around following Raikou and the other uses their powers to cut holds in enemy airships and as they fly inside drop and shoot bombs every where. this will be descovered in the middle of the game. Raikou is ambitious, cares for his soldiors and allies, charasmatic, never gives up and loves conquest. Raikou commands these cavalry type hover bike riders maily near the end of the story but at first commands a combonation of all units.
another main character is Raikou master Benkai li. Benaki a rank 1 monk uses the type if ki that is like fire and is able to convert ki around him to a explosion. Benkai is considered almost a dark monk on the side of good as his loves war, destruction, no mercy, killed every one who is on the enemy side even innocent women and children, he is blood thirty, laughs when every one is dieing and is dangerous to ally alike. Raikou has some qualites from Benkai like no mercy and total destruction. Benkai just uses a large jian sword in battle and commands a combo of the strongest standard heavy infantry armed with mid range gating guns, flamthrowers all attach to large spear for close combat, these soldiors are equiped with large shields and fight in close formation and as they advance they fire in the same time. and Benkai command a type of close combat only units heavly heavly armored armed with a large sword and while on hit lets off an explosion from an explosive on the side of the blade(i was think on making a mace that also has explosive but with chain saws but then it would look like im full on riping off warhammer space marines). these unit all good at owning standard infantry, tanks and buildings but a sniper is best to beat them.
another character i will explain is Jin Guang Lu a rank 1 monk and is a good friend of Raikou. Jin also every destructive to his enemies like Raikou but to his allies he is mellow, lazy, laid back but not in battle, in battle he is as powerful as Raikou and Benkai. Jin like to drink and smokes alot. Jins has like a basic monk but his ki emits a type if buring light which makes him a rank 1 monk. his weapon of choose is a Buddest shovel spear and a meteor hammer wipe. Jin commands more defenive units a like snipers, standard infantry, anti tank and long range cannoneers that shooter over the front like units like archers.
so like most stories there are bad guys, the main bad guy has the same power as Raikou but in the end the world is united. now while watch an anime called gurren lagaan where near the end of the anime they fight large wars in space with ships as big as the moon. i like that so i decided to to make it that instead of baing this war 20 years form now ill base it like 200 where there area countries on planets and moon in our solor system and the are giant outer space wars with super large warships and space colonies) but im still thinking on what story to use. also i was thinking on make that the enemies on the evil dark more evil instead of a dark monks they will be like demon, zombie humans corrupted by darkness and make the game have a more yin vs yang type fill. i have decided to make it that near the end of the game the dark monks do a ritual to make half the world/ solar system become demons, mutant zombies of darkness.
the other story just like my final space future story but base in ancient china. same characters but with ancient weapons. same theme with yin vs yang, warring states, demons.
i have decided to use my futuristic story.
now the is mainly about a young monk name Raikou Tensei (still thinking of better names but this might just do) Raikou is a rank 1 rank because he has a very rare uniqe ulitmate skill that give him the ability to use lighting looking attacks called the Raizen that destroys any ki base enemy field, making it a fearful ability. Raikou starts out as a sub general in his Sensei's unit but evenually gains his own unit and even reforms the entire army thus makes the back bone of the new empire the monks and the ally bankers worked together to create. as really young like the age of 12 Raikou was an assasin killing bankers, corrupt polutitions and evil warlords becomes a general when the monks entered the army. the reforms Raikou made become Viceroy of the newly formed empire was that the bankers must spend more money on the empires soldiors, all the soldior and monks became heavily armored and all uniformed, equiped with the best guns etc. new war tactics came to play with the new army equiped with blades on guns to help right against enemy dark monks and monk mercs, warfare become over open there are 2 main type of units the skirmishing cover hiding units and the heavily armored open field units. then the other warring states do the same thing but not as good as Raikou and the dark monks armies. so the war involve getting close to the enemy and using more about using the right units to counter other, of course this reform will happen near the start of the game and will progress more as the characters become stronger. the primarly weapons and equips Raikou uses are heavy front line armor as he is a front line general, he uses a large twin sided haldbard with a katana and a jian(chinese strainght sword) sword as his side weapon. the haldbard is his main weapon, the katana is used for a special sword drawing attack or dual weird and the jian sword is a family relic and is the only that Raikou can channel his lighting powers into with out melting it thus he is able create shock waves of lighting. but finds out of this near the end of the game. Raikou some times fights with a ungie type of warfarw i made up where him and a unit of heavily arm soldiors and monks armed with explosives ride hover bike and fly around following Raikou and the other uses their powers to cut holds in enemy airships and as they fly inside drop and shoot bombs every where. this will be descovered in the middle of the game. Raikou is ambitious, cares for his soldiors and allies, charasmatic, never gives up and loves conquest. Raikou commands these cavalry type hover bike riders maily near the end of the story but at first commands a combonation of all units.
another main character is Raikou master Benkai li. Benaki a rank 1 monk uses the type if ki that is like fire and is able to convert ki around him to a explosion. Benkai is considered almost a dark monk on the side of good as his loves war, destruction, no mercy, killed every one who is on the enemy side even innocent women and children, he is blood thirty, laughs when every one is dieing and is dangerous to ally alike. Raikou has some qualites from Benkai like no mercy and total destruction. Benkai just uses a large jian sword in battle and commands a combo of the strongest standard heavy infantry armed with mid range gating guns, flamthrowers all attach to large spear for close combat, these soldiors are equiped with large shields and fight in close formation and as they advance they fire in the same time. and Benkai command a type of close combat only units heavly heavly armored armed with a large sword and while on hit lets off an explosion from an explosive on the side of the blade(i was think on making a mace that also has explosive but with chain saws but then it would look like im full on riping off warhammer space marines). these unit all good at owning standard infantry, tanks and buildings but a sniper is best to beat them.
another character i will explain is Jin Guang Lu a rank 1 monk and is a good friend of Raikou. Jin also every destructive to his enemies like Raikou but to his allies he is mellow, lazy, laid back but not in battle, in battle he is as powerful as Raikou and Benkai. Jin like to drink and smokes alot. Jins has like a basic monk but his ki emits a type if buring light which makes him a rank 1 monk. his weapon of choose is a Buddest shovel spear and a meteor hammer wipe. Jin commands more defenive units a like snipers, standard infantry, anti tank and long range cannoneers that shooter over the front like units like archers.
so like most stories there are bad guys, the main bad guy has the same power as Raikou but in the end the world is united. now while watch an anime called gurren lagaan where near the end of the anime they fight large wars in space with ships as big as the moon. i like that so i decided to to make it that instead of baing this war 20 years form now ill base it like 200 where there area countries on planets and moon in our solor system and the are giant outer space wars with super large warships and space colonies) but im still thinking on what story to use. also i was thinking on make that the enemies on the evil dark more evil instead of a dark monks they will be like demon, zombie humans corrupted by darkness and make the game have a more yin vs yang type fill. i have decided to make it that near the end of the game the dark monks do a ritual to make half the world/ solar system become demons, mutant zombies of darkness.
the other story just like my final space future story but base in ancient china. same characters but with ancient weapons. same theme with yin vs yang, warring states, demons.
i have decided to use my futuristic story.
battle menu interface
the inferface of this game is like most games. start menu, single multi player select character etc. while in battle the player starts as the selected character, by pressing the start button the game will pause and will go to the regular options in most menus but with infomation on characters and units, battle log and victory/defeat condition. when in game play when a certain button is pressed the player can go to the over all map view to control the units and terrian, military options and see how the battle is going but while in this mode the battle is still raging on but unless commanded the character and it unit will still be doing the same thing the player last left the character. e.g. the character is a ranged unit but gets into a close combat situation then while in this situation goes into the over all map view and does a command to another units, when returning to the character the character will still be in close combat, this also appies when a character is on a vehicle but there is a chance the character can be knocked off the vechicle while in over view mode. but e.g. the player commanded that units to move then when the player goes back to the character the unit will be on the move with the character in its unit position. of course there will be signs on character life and other functions displayed in the over all map mode to help the player know more on what happening. On the battle field the player can also use equiped items like bandaids and changing weapons. i dont know if ill put pick up weapons i think i shouldnt add that. this game is kinda complecated so i wont add pick up droped weapons etc.
over all on game play idea
over all this game is mainly an rts like Kessen 2/3 and the total war series controling blocks of units but can zoom in to a central character (general of the unit) which the selected character the player will be playing and play as the character like Dynasty warriors. the overal game play as a character will be like any other hack and slash with some strategy like on kingdom hearts 2 and god of war. there will be times where the player will just play as a character and do missions like God of war just running around on your own and smashing and destroy every thing and every one. there will be vehicles depending on story is what they are. players can preform special attacks with the unqiue types of units. units has different weakness and strenghts.
Saturday, August 1, 2009
more about the game play
in this game the players would be able to use vehicles, depending on what theme the game is depending on the vehicles. ancient/ medieval would be chariots and horses. modern cars and tanks. there will other types of vehicles like turrets gun/crossbows.

here is a picture from dynasty warriors 5 of a character riding a horse
now when playing with an army in this game the player can preform special unit attacks e.g. if the player is controling an unit of muskets the player can make then shoot in volley fire.
also im thinking of putting special reaction attacks when playing as a character like on halo 2 when a ghost goes near the player by pressing x the player jump on the ghost and push off the rider. also put reaction attacks like on god of war and kingdom hearts 2, when at a certain moment a command comes up and when accepted an event happens, like on god of war when an enemy reaches a certain level of health some thing happen and the player is able to do a special unqie move for that situation. in kingdom hearts 2 same thing and also the player can do special attacks with allies. but i am only going to put in the reaction command that as a certain moment the player can do a certain attack.
these pictures are from god of war

to the left is a picture of the character kratos doing basic fighting attacks and moves. to the right is kratos doing a special move that can only be done to that certain enemy at a certain, this move of pulling the eye out of the cylops can only be done when the cylops is almost defeated then the (PS2) triangle button will appear above the cylops then the move is activited, then the player must complete the button sequence for the move to be completed. this is like on kingdon hearts 2 and i will have some thing similar of this type of gameplayer with in this game.
Thursday, July 30, 2009
when playing as a character in the game.
as stated in my last post my game will have 2 main types of game play. Controling an army maybe also an empire/ecomony and playing as a character. when playing as a character the game play will be depending on what the main theme and story is be in 3rd person or 1st person. if the theme is mainly involves gun then will be 3rd person but when the camera will become 3rd person when using a melee type of weapon. 

this would be the game play when using a melee weapon. like on dynasty warriors 6
this is what it would be like when using a range weapon. like on battlefield 2
i might also make it that even in 3rd person the player is still able to shoot with a range weapon. like on star wars battle front 2 and also in star battlefront 2 when playing as a jedi the character fights when melee weapons. this gameplay would be like star wars battlefront 2 but when using range weapon the player can have an option to go into first person or stay 3rd person and while in melee mode which is 3rd person the character can preform multipul combos like dynasty warriors and god of war.Tuesday, July 28, 2009
first idea/concept
im not really sure on the game play of this game. i was thinking of a hack and slash/ strategy game like dynasty warriors 5 empires and kessen 2/3. the game play will be like kessen 2 where you can control your army then zoom in to a general of the army and play as that general. and when play as the general the game play with be like dynasty warriors a 3rd person view where you can use a melee weapon to swing around but when are using a gun the camera can (optioal to player) become a first person view. 

in these 2 pictures is what i mean. in the left there is the player control the army and in the right the player zoomed in to a general of the army. the main gameplay would be the hack and slashing as a character.
Designing a game Concept
i have many ideas ill start with my first idea and tell the story of the ideas to what i have right now and also if i have any new ideas.
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