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ck-gamedesign · 2 years
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State Machines
State Machines provide a graphical way to break the animation of a Skeletal Mesh into a series of States. These states are then governed by Transition Rules that control how to blend from one state to another.
(example shown below)
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ck-gamedesign · 2 years
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Article Research
https://www.youtube.com/watch?v=4RlpMhBKNr0
https://www.youtube.com/watch?v=nYxHMZX6lN8
The article I am reviewing is how to design levels for platformers, and it has useful info like creating visual themes, layouts of the map, rough sketches of specific items (enemies, power ups, etc.), then a detailed version and finally the fully made level and then to play it (test) and add in some decorations to top it off an boom level created.
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ck-gamedesign · 2 years
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Super Meat Boy (HUD)
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The HUD for SMB is really simplistic, only showing the time that counts up (also down for a fail condition) on the top left and the enemy health bar/boss health bar and damage on the bottom. I do prefer this style as it doesn't show too much and shows just about enough to understand.
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ck-gamedesign · 2 years
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Hotline Miami
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Hotline Miami is a Top down shooter video game by Jonatan Söderström and Dennis Wedin, collectively known as Dennaton Games The game was published by Devolver Digital and released on 23 October 2012 for Microsoft Windows.
Set in 1989 Miami, the game revolves primarily around an unnamed silent protagonist—dubbed "Jacket" by fans—who has been receiving coded messages on his answering machine instructing him to commit massacres against the local Russian mafia The game blends top-down perspective with stealth, extreme violence and surreal storytelling, along with a soundtrack and visuals inspired by 1980s culture. The game's lead narrative influence was David Lynch, while another notable influence came from the 2011 film Drive for the game's minimalist plot, use of dialogue, portrayal of violence and musical style. The 2006 documentary Cocaine Cowboys influenced the game's setting, and Half-Life series protagonist Gordon Freeman influenced Jacket's lack of voice.
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ck-gamedesign · 2 years
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These are some of the screens I made, except from a menu so there is only a lose, win and death screen, and I enjoyed them all but the win and death ones are my favorite and are inspired from Hotline Miami (additional context above)
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ck-gamedesign · 2 years
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Mirrors Edge
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Mirrors Edge does not really have a HUD, only a little reticle to reduce motion sickness but the word is unique, only in dull colors and the red is ways to get around the environment.
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ck-gamedesign · 2 years
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Dead Space
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Dead Space is a science fiction/horror media franchise created by Glen Schofield and Michael Condrey, developed by Visceral Games, and published and owned by Electronic Arts.
Dead Space's HUD elements are intuitive because of where they are located. Isaac's Resource Integration Gear (RIG) suit displays his health along the spine - where it can be seen by the player at all times due to the nature of the game's over-the-shoulder camera. The RIG's health system works on a segment and color scheme, with more segments being added as Isaac gains more hit points. The colors are easier to discern. An aqua blue spine means that Isaac is above 75% health, green denotes he is over 50%, yellow shows when he is below 50%, and a continuously blinking red means that he is below 25% and near death.
There is also an oxygen indicator and a circular stasis bar to slow down fast moving objects. In addition to a traditional HUD ammo counter (which is coincidentally almost always placed at the bottom right-hand side of the player's screen), the remaining ammo in a weapon's magazine is shown on a screen located on the said weapon.
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ck-gamedesign · 2 years
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EGX Review
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My experience on the EGX trip was pretty fun, even though I did not play games, they looked amazing and also the tournaments I saw (Rocket League and Street Fighter 5) were amazing to watch in person and especially the Street Fighter one, due to some matches being quite close and even having a flawless round which was impressive, some competitors even had old stick controllers so there was a variety of ways people play the game.
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ck-gamedesign · 2 years
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This is the design for my level, but I have changed some things like a new part where it drops and you gain a collectible and also added a drop close to the end to actually hit the checkpoint and finish the level. I also added some more things that damage you but I have now changed health from the fire to the adrenal surge and the fire now is the damage.
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ck-gamedesign · 2 years
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This is my version of a HUD, I took a little inspiration from Destiny 1/2 with the ammo count and health /level but reversed them, as in Destiny, the health is on the top and player/season level is at the bottom and the ammo and gun is on the left side and not the right.
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ck-gamedesign · 2 years
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These blueprints are what I have finished off today, and I added a coin sound into my coin but it originally made the sound upon hitting an object that drains health (kills you and restarts the level) but then I ventured into the actual blueprint for the coin, and sorted the problem out and now it works completely fine. I also remade some animations (jump and death) and added my actual sprite instead of a stick figure and next I will add or attempt to add my tile map to the work for a more pixelated look.
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ck-gamedesign · 2 years
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I started to gather some audio for my game, simply just for picking up coins and am now inserting it into my game I did all this with something called freesound.
Freesound is a collaborative repository of Creative Commons licensed audio samples, and non-profit organization, with more than 500,000 sounds and effects, and 8 million registered users. Sounds are uploaded to the website by its users, and cover a wide range of subjects, from field recordings to synthesized sounds.
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ck-gamedesign · 2 years
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What is casting?
Casting is a way of explicitly informing the compiler that you intend to make the conversion and that you are aware that data loss can occur, or the cast may fail at run time.
To preform a cast, specify the type that you are casting to in to parenthesis in front of the value or variable to be converted.
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ck-gamedesign · 2 years
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Films that share similarities to my games (Pt.2)
Oblivion is a 2013 American post apocalyptical action-adventure film co-produced and directed by Joseph Kosinski and produced by Peter Chernin with screenplay by Karl Gajdusek and Michael deBruyn.
Oblivion takes place in 2077, on an Earth devastated by war with extraterrestrials that has caused humanity to relocate itself to Titan. The film follows the story of Jack Harper, a technician who has been sent back to Earth to service drones used in the fight against remaining extraterrestrials (scavengers). After witnessing a spacecraft crash, from which he rescues a survivor, Harper is captured by scavengers (who are revealed to be humans) and fights against a new and evolving alien threat.
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ck-gamedesign · 2 years
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Films that share similarities to my games (Pt.1)
6 Days is a 2017 action thriller film directed by Toa Fraser and written by Glenn Standring. A British-New Zealand production, it is based on the 1980 Iranian Embassy Siege in London and stars Jamie Bell, Abbie Cornish, Mark Strong and Martin Shaw.
The siege situation is presented from three perspectives: that of negotiator Max Vernon (Mark Strong), SAS leader Rusty Firmin (Jamie Bell) and BBC news reporter Kate Adie (Abbie Cornish).
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ck-gamedesign · 2 years
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What my work is based on (Pt.2)
Another game m work is based on, is Rainbow Six Siege (LOOSELY).
Tom Clancy's Rainbow Six Siege is an online tactical shooter videogame developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide on December 1, 2015; the game was also released for PlayStation 5 and Xbox Series X and Series S exactly five years later on December 1, 2020. The title received a port for Google Stadia on June 30, 2021, and one for Amazon Luna in January 2022. The game puts heavy emphasis on environmental destruction and cooperation between players. Each player assumes control of an attacker or a defender in different gameplay modes such as rescuing a hostage, defusing a bomb, and taking control of an objective within a room. The title has no campaign but features a series of short, offline missions called, "situations" that can be played solo. These missions have a loose narrative, focusing on recruits going through training to prepare them for future encounters with the "White Masks", a terrorist group that threatens the safety of the world.
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(VIDEO MADE WHEN GAME RELEASED AND IS QUITE DIFFERENT TO WHAT IT IS NOW)
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ck-gamedesign · 2 years
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What my work is based on (Pt.1)
My work is based on a couple of different games, and one of them is Destiny 2.
Destiny 2 is set in a "mythic science fiction" world, the game features a multiplayer "shared-world" environment with elements of role-playing games. Like the original, activities in Destiny 2 are divided among player versus environment (PvE) and player versus player (PvP) game types. In addition to normal story missions, PvE features three-player "strikes" and Dungeons and six-player raids. A free roam patrol mode is also available for each destination which feature public events as well as activities not available in the original. These activities have an emphasis on exploration of the destinations and interactions with non-player characters (NPCs); the original Destiny only featured NPCs in social spaces. PvP features objective-based modes, as well as traditional deathmatch game modes.
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