Prototyping and Art Bible


Hey Folks!

After a brief exploratory phase we are ready to flesh out our game and go deeper into the 'Look and feel' and the main features of our game.

Storywise our game is going to be about delivery robots. They're on an importatn mission to deliver vital parts, oil and other doodads to their colony.

Our art team has been composing an Art Bible. In there they collected images to inspire us on how to portray our own clunky postmen, create the rusty hulk on which they deliver their goods and give an idea on what the backdrop will look like.

Dev team has been listing all possible features and through a painstaking progress arranged them in order of importance. After that the main mechanics were tested in different prototypes (available on our itch.io page). In these short demos we explore how AI can move and knock things away, how player can pickup and throw objects (links below), how the ship tilts and the cargo slides of it and what camera angle best suits the gameplay.

That last aspect is of big importance. Since a lot of action is taking place on a medium sized ship, a good overview and clever colors are crucial to the readability of all the chaos happening on screen.

As for the physics simulation on the ship, we decided to make both the cargo and the ship affect eachother. This way, the cargo might make the ship tilt, which makes the cargo slide even further, resulting in an stressful scenario for the crewmembers. And that bit of stress is exactly what we are aiming for!

Next week we hope to add some Unreal demos to the ones we have now. We'll be mostly iterating on the demos we currently got and adding some lower priority features, such as expanding the view or shooting weapons from the deck.

Thank you for reading!

See you later, mateys!

https://gyazo.com/c06a4505482e6c4f737124d557df012e

https://gyazo.com/a57648b76e13a969091c35daee1ba748

Files

Prototype_TiltingPhysicsUnity.zip 17 MB
Feb 25, 2020

Get Ship IT!

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