Monday, September 14, 3001

Hero Prop Ideas

HERO PROP Ideas
by Erk

1. Dual Grappling Hooks - Grappling hooks a la Bionic Commando that you can use to grapple certain surfaces and swing around like spiderman / solve puzzles. Use to pull opponents towards you and pull them off of edges.

2. Electro Whip - Whip that delivers large jolts of electricity; Able to pick up objects which then defy gravity (because electricity) and can then be controlled by the player and flung around, while also being able to attack enemies and deliver surges of electricity to electronics.

3. Melon Blaster - A homemade machine that shoots melons of a wide variety of melons with bombs inside of them. Enemies herd around them and pick them up due to their infinite tastiness and BAM! Can also be fired directly at enemies as a regular melon grenade launcher.

4. Light Scepter - Homemade mystery staff that absorbs light energy surrounding the player, illuminating itself and charging up a powerful laser blast. Can be used to power other devices or defeat DARK ENEMIES.

5. Hula Hoop Blade - Hula hoop blade that can be thrown and returned to the player or used as a melee weapon in close quarters by means of hula dancing. Can cut ropes as well.

6. The Beehive Backpack - A sacred beehive connected to a supercharged leafblower that blows Africanized bees at different targets. Bees also work as slaves and can complete tasks for players.

7. Lance Pickelhaube - A German Pickelhaube helmet that has been purposed with an awlpike which spins like a drill. The wearer uses their incredible strength to shiskebab enemies on the helm, then fling them at different targets. The more enemies you obtain on the awlpike, the more damage they do when they are flung.

8. Boomba - A Roomba robot with bombs and a camera attached to it. Can play cool music to attract cool bad guys and BAM! Kaboomba.

9. Charger Shield - Giant hoplite shield that flings the player in whatever distance they are looking at. Can be used to reach far places, high places, and take out enemies. Also deflects bullets and projectiles to the direction that the player is aiming.

10. Record Player of Infinite Power - Device which uses different records / albums to change properties of the record player. First album (Rap album) spits fire out of the loudspeaker, second album (Smooth Jazz Album) puts enemies to sleep, third album (Electro Album) makes you jump really high and move super fast.

11. Flail with Sticky Spikes - Flail that can be used to bring down large structures by embedding itself in them and being pulled. Can also take out enemies.

12. Windows 98 - Mobile computer kit that can be used to send physical emails, files, desktop icons, and errors out at opponents as well as being able to hack into different systems. Player must interact with PC to run different commands which have different effects.

13. Homemade DaVinci Flight Kit - Player can use the wings to glide to different areas. Ability to drop bombs as well from the glider. Player can take flight by gathering enough speed and jumping, jumping off of a high platform, or jumping over an updraft.

14. Jet Pack Flamethrower - Jetpack that can shoot out a large stream of flames from it when the user flies it. Can be aimed around to take out enemies, but player flies in opposite direction of where it is aimed. Optional music soundtrack (Ride of the Valkyries).

15. Charge Canon - An electric gun that fires arcs of electricity. Firing without charge targets a single enemy, while charging it up and firing will cause a larger, more damaging burst of electricity that will chain together between multiple enemies.

16. Ice Manipulator - Weapon that shoots shards of ice that fragment shatter and deflect into multiple shards upon impact on a hard surface. Can also be used to freeze ice blocks and water and/or create ice sleds that can be ridden down a sloped surface.

Thursday, November 10, 2016

Stone Tower Temple - Flipping the Puzzle Concept Upside Down

I've always admired the Zelda games for their interesting and well thought out puzzles, and Majora's Mask has got to have some of my favorites of all time.

The Temple itself

The fourth and final dungeon in the game, dubbed the Stone Tower Temple, is rife with puzzles. To enter the area, you must play a song on your ocarina which spawns a duplicate of you that stands in place, which is used on a series of switches to spawn a bridge that you can jump across.

The effigy which spawns in Link's Hylian form
But perhaps the most interesting mechanic of all which is found in the temple is the ability to turn the entire place upside down. The entire dungeon is literally flipped, but everything stays in the same place. The dungeon can be flipped by firing a light arrow at a gem located above the entrance to the tower.

The location of the gem
An interesting note about this mechanic is that the light arrows are not actually found until about halfway through the dungeon. That means that you are forced to go through quite a bit of the dungeon, witnessing chests and switches and all sorts of different entities on the ceiling, but you are always unsure why. When the mechanic is revealed, the player is forced to recall on all of the strange things they saw and encountered throughout the dungeon, and how the changed properties of the map make actions and solutions to puzzles which were once impossible now possible.

Because the layout of the map is changed, the player is required to enter each room at least twice, using this new perspective gained as a result of the map flip. In a way, the mechanic hearkens back to the light world/dark world mechanic found in A Pink to the Past. 

The mechanics which make up the Stone Tower Temple almost turn the entire entity into one, giant, walkable rubix cube. There are also few encountered within the temple allow you to flip it while you're still inside. By giving you the typical mechanics of a Zelda game and coupling them with the flipping of the temple, the player must think in two different mindsets at all times.

Monday, April 25, 2016

Hey everyone! Check out a sweet trailer I made of everyone's levels from this year's Sophomore Spinout, including mine!


Tuesday, April 12, 2016

Making a fitting trailer for my race game level

What's up! I've lately been doing some research and finding some examples of interesting racing game trailers from throughout history. There were definitley a few that caught my eye!

This one comes from Blur. It stood out to me because although it lacks any type of HUD or gameplay interface, it still consists entirely of in game footage. It begins by showing off the game's visual fidelity, then moves on to some pretty intense action. The fast cuts, intense music, and cool effects draws viewers' attention in, while at the same time distinguishing itself from any other game of its genre. It might as well be wearing a sign that says "I'M NEW AND FRESH!". We see cars exploding, shooting weapons, jumping, flipping, doing crazy boosts, and tons of other cool tricks. But they're real cars?! What? Crazy!

Anyways, here's a bonus video that almost made the cut...

Thursday, March 31, 2016

Making a Racing HUD

Hey everybody! Recently for my programming class, I've been working on a HUD that will display along the Volkswagen T2 Type 1 I modeled for the Sophomore racing game. I decided to go along with my mod kit and create something that follows a busted up skeumorphic design. 

To begin my research, I looked at pictures of the actual dashboard of a T2 Type 1.



As you can see, the speedometer has a very distinct classic style to it. When it came to integrating the actual design language of the speedometer into what I wanted to do for my hud, I had to do some research of some games with cool examples of skeumorphic HUDs.

This one is from Fallout 2.

This one is from S.T.A.L.K.E.R.: Call of Pripyat.

And here's a photo of a dashboard from Mad Max: Fury Road just for fun!

When i t comes to integrating all of this within a hud, I had to get creative. First, I grabbed a really nice reference image of an actual T2 Type 1 speedometer, and made some customization to it to make it look more beat up and rustic. Then, for elements like the dashboard HUD and the gear indicator, I went into maya to make a 3D model of what I wanted to depict, then textured it all in Substance Painter before doing some further modifications in Photoshop. The results I came up with can be seen below, one with callouts and one without.



As you can see, we are depicting the speed, the gear, the RPM, ammo, lap times and lap number, vehicle health, ammo, and kills. The kills are displayed as little notches in the bottom of the HUD, giving everything a more savage look. The bar (which was originally a weapon cooldown meter) will depict the health of the vehicle, and the slider on the left will be used to depict the current reload status of the weapon. When the slider is at the top, it will be ready to fire. However, when the slider is down and coming back up, it will indicate that the weapon is reloading.

I'm really excited to get this all working in Unreal soon!