Blog

  • Pulling the presentation together

    After delegating the team roles yesterday and giving each member a part of the presentation to write about, today I tied together the content and made sure it flowed well. Everything was sorted excluding the survey results page, which I will have to complete Sunday night after we have gathered some feedback.

  • Starting the presentation

    Today the team discussed scheduling and team roles. We decided to outline what how we would tackle the ame day by day:

    This was a rough layout drawn up during our team meeting this afternoon, which we recorded to refer back to.

     

    Later in the day I listened back to the recording and typed up a transcript ready for the team and I to analyse. This would tell us any good ideas we came up with as well as also telling us who was contributing or needed to contribute more.

  • Planning the presentation

    Today we brainstormed feature of the pitch.

    We were first approached with, how is this different from other space shooter games on the PlayStation market? So we started sifting through games to find anything remotely similar to our idea:

    Titles found in the VR section of the PlayStation store:

    https://store.playstation.com/#!/en-gb/games/space-rift-episode-1/cid=EP1825-CUSA06234_00-SPACERIFT0000000
    “As a maverick mining pilot, you help the rebels while gathering valuable minerals, under constant threat from PANDORA’s flying drone army.”

    https://store.playstation.com/#!/en-gb/games/starship-disco/cid=EP4083-CUSA06843_00-STARSHIPDISCOVR1
    “Starship Disco™ is a VR Rhythm Shooter where you can import your own music.”

    https://store.playstation.com/#!/en-gb/games/starblood-arena/cid=EP9000-CUSA07705_00-WHITEMOON0000000
    “• Test your mettle in furious arena combat as you move, evade and attack in any direction.
    • Take control of nine different ships, each with outrageous pilots and explosive loadouts.
    • Enjoy single player, co-op and competitive multiplayer* in your own customised craft.”

    https://store.playstation.com/#!/en-gb/games/eve-valkyrie/cid=EP5018-CUSA03197_00-VKLAUCD000000001
    “Join the Valkyrie, an outlaw band of galactic pirates, and take up arms to claim what’s yours. Trade cannon fire for cash as you chase wealth and notoriety on the edge of space.
    With a wide variety of ships, customization options, weapon loadouts, and combat styles, EVE: Valkyrie™ gives you the ultimate freedom to fly. Virtual reality space dogfighting is here. Welcome to the next life.”

    Regular PlayStation games found on the PlayStation store:

    https://store.playstation.com/#!/en-gb/games/elite-dangerous/cid=EP2377-CUSA05308_00-EDBASEGAME000000
    “400 Billion Star Systems. Infinite Freedom. Blaze Your Own Trail.”

    https://store.playstation.com/#!/en-gb/games/star-wars-battlefront-ii-elite-trooper-deluxe-edition/cid=EP0006-CUSA05749_00-DLXPREORDER00000
    Star Wars Battlefront II

    https://store.playstation.com/#!/en-gb/games/dreadnought/cid=EP2211-CUSA06361_00-DREADNOUGHTEU001
    “Dreadnought™ puts you in command of massive capital ships for tactical, team-based warfare throughout the Solar System and across the skies of different planets.”

    7 space games, all different USPs – our USP:

    • Stranded in space, repair and defend ship
    • Wave based (increasing difficulty)
    • Multi tasking, spatial awareness to see where enemies are coming from

    Platform:
    We are working towards a release on PlayStation. As we believe after evaluating the market there is no other game like ours. So why should you choose it? Just because there aren’t ashtrays on motorcycles doesn’t make it a good idea. The difference is that we have looked at the trends and common themes through the space games and they are addicting due to their increasing difficulty. We have this and many other features to make the game as enjoyable as it can be. We have a fun and understanding concept behind why you are stranded as you have been attacked by space pirates.

  • Starting the year

    Today we formed our team and brainstormed game ideas.

    Team Name: Project Peanut V2
    Cosmic Conflict
    Job roles:

    Programmers:
    Tom
    Owen

    Art and 3D, Level design
    Henry
    Sam

    Marketing and Sound
    Harry
    Charlie

    Ideas:
    Space Invaders PSVR
    Cockpit similar to Star Trek VR
    Adjustable views?
    2 fire modes
    Turret, able to look around enemies from all angles
    Fire mode per hand if time, if not use ps4 controller R and L triggers

    Ship gets damaged, pirates attack. Ship needs to be repaired between waves of pirates. The faster the waves are passed, the less the repair will deplete. Speed and coordination is key.

  • 14/03/17 – The Results

    Today I looked at all of the bugs in the game, and began to fix them indivdually. This is very time consuming, and to avoid further confusion I have commented every line of code so it will be easier to single out parts of the code which may hold the issue.

  • 09/03/17 – Rizing Games

    Today I began to actively look at bugs in my game and try to identify where they were coming from/what was causing these things to happen. I will pick this up in my next “The Results” session.

  • 07/03/17 – The Results

    Today I added all of the textures into the game, the following images show what the game looks like minus the player textures and background:

  • 23/02/17 – Rizing Games

    Today I made sure that the enemy functioned how I intended it to and looked at how it would affect the player

  • 21/02/17 – The Results

    Today I added the enemy in to my game and textured it with the animation. There are a few small things I need to iron out at a later date but it seems to be working fine after testing.

  • 09/02/17 – Rizing Games

    After adding the textures into the game on Tuesday, I began to work on level design, making sure the player could get from point A to B as well as sorting the difficulty out (How difficult these starting levels would be).