Carriers of the Code Plague
A blog for Game Protoyiping's and Advanced Prototyping's team, which is in devolpment of "Faction Zero: Hostile Commerce"
Tuesday, February 7, 2012
Sunday, September 11, 2011
Hey, since we finished the class that we were making this prototype for, some of us have decided we wanted to continue on with Faction Zero. Some concepts have been made, but most of us are very busy with other classes over the last quarter, and it doesn't look like it will slow down anytime soon. I'll try and keep the folks motivated, but it may be slow going before any big updates of the progress come about.
I'll talk to the others and see what they think of putting up a quick demo of what we have so far(not really much, just a build of a single level with only the asteroids to shoot at) and maybe tweek things around so its a little more playable, its not really at the moment.
See ya'll later, whom ever reads this blog.
I'll talk to the others and see what they think of putting up a quick demo of what we have so far(not really much, just a build of a single level with only the asteroids to shoot at) and maybe tweek things around so its a little more playable, its not really at the moment.
See ya'll later, whom ever reads this blog.
Monday, June 13, 2011
Faction Zero: the Game Design Document
I. Game Overview
Faction Zero: Hostile Commerce takes concepts from the arcade classic, Asteroids, blends it with the factional intolerance and strategy of Starcraft or Command and Conquer, and mixes it all together with the consumer politics from companies such as Wal-Mart and Starbucks and also the values and traditions of trade unions. Their negotiation methods are intensely violent.
II. Game Play Mechanics
As for mechanics, the player will use various weapons’ sets to interact along with their selected ship in the strategic endeavor of destroying enemy objects and asteroids
III. Camera
The camera will always be located behind the player facing in the direction the player is facing
IV. Controls
The controls are as follows:
To move ships = WASD, F to brake
To roll = L and R arrow keys
To pitch = Up and Down arrow keys
To strafe = SHIFT for left, C for right
To fire = SPACE
To fire missiles / rockets = Q
V. Menu and Screen Descriptions
The menu is set up on a radial dial system, with the start game button at the top. Mute will be at the left button. Options is off to the right of the dial. Quit will be at the bottom of the dial.
VI. Levels
The Horizons and the Capitol motherships are facing off against each other over the cluster of asteroids and you are caught between the fighting. The goal to complete the level is to get a higher score than the motherships in destroying asteroids before they start targeting your ship. Lose conditions include, but aren’t limited to, dying, getting shot down by the motherships (i. e. dying in a different way), and getting smashed by asteroids in an attempt to gain more points without caring for your ship’s hull (thus dying by yet another different way).
VII. Game Progression
Starting off with a wide area of space within the asteroid field, the player will learn first how to move his/her ship in order to navigate around the game world, also learning how to fire and respond to threats within the level
VIII. Characters
The characters of Faction Zero: Hostile Commerce are indeed the factions themselves. Each faction comes with its own separate ship, complete with suggested weapons and abilities. The Union (i. e. the Trade Union) ships will be focusing on speed and attack for its control scheme. Horizons (i. e. Starbucks) will have ships focusing its control scheme on speed and armor. The Capitol (i. e. Wal-Mart) will have ships focusing on defense and attack as its primary mode of gameplay.
IX. Non-player Characters / Enemies
For the NPCs of Faction Zero, there will be mainly asteroids and enemy ships that the player will interact with in the gameplay. Enemy ships include the other 2 factions as well as the subsequent motherships and space stations that belong to each faction. The Union has neither mothership nor space station to belong to their faction.
X. Weapons
There will be different weapon sets for each different fighting style that the player can customize, determining on his or her individual gaming style. Stereotypically, there will be machine guns, howitzers, “lazors”, rockets (which shoot straight forward), missiles (which seek out targets depending on urgency), and a mounted cannon, which only can be attached to the medium and heavy ships.
XI. Upgrades
For each weapon, there are upgrades available through points scoring or at the end of each level. Based upon each level of upgrade, the weapon will either be enhanced in some way or will be given a new ability. There will also be three (3) levels of upgrade per weapon set.
XII. Script
For the scripting and interface of Faction Zero: Hostile Commerce, our team will use the game engine Unity to facilitate the needs of the game.
XIII. Scoring
For scoring, it depends on which object or enemy you’re facing up against. For asteroids, the scoring ramp is as follows:
Small = 5 points
Medium = 10 points
Large = 15
Easy Enemy =15
Normal Enemy = 20
Hard Enemy = 25
Faction Zero: Hostile Commerce takes concepts from the arcade classic, Asteroids, blends it with the factional intolerance and strategy of Starcraft or Command and Conquer, and mixes it all together with the consumer politics from companies such as Wal-Mart and Starbucks and also the values and traditions of trade unions. Their negotiation methods are intensely violent.
II. Game Play Mechanics
As for mechanics, the player will use various weapons’ sets to interact along with their selected ship in the strategic endeavor of destroying enemy objects and asteroids
III. Camera
The camera will always be located behind the player facing in the direction the player is facing
IV. Controls
The controls are as follows:
To move ships = WASD, F to brake
To roll = L and R arrow keys
To pitch = Up and Down arrow keys
To strafe = SHIFT for left, C for right
To fire = SPACE
To fire missiles / rockets = Q
V. Menu and Screen Descriptions
The menu is set up on a radial dial system, with the start game button at the top. Mute will be at the left button. Options is off to the right of the dial. Quit will be at the bottom of the dial.
VI. Levels
The Horizons and the Capitol motherships are facing off against each other over the cluster of asteroids and you are caught between the fighting. The goal to complete the level is to get a higher score than the motherships in destroying asteroids before they start targeting your ship. Lose conditions include, but aren’t limited to, dying, getting shot down by the motherships (i. e. dying in a different way), and getting smashed by asteroids in an attempt to gain more points without caring for your ship’s hull (thus dying by yet another different way).
VII. Game Progression
Starting off with a wide area of space within the asteroid field, the player will learn first how to move his/her ship in order to navigate around the game world, also learning how to fire and respond to threats within the level
VIII. Characters
The characters of Faction Zero: Hostile Commerce are indeed the factions themselves. Each faction comes with its own separate ship, complete with suggested weapons and abilities. The Union (i. e. the Trade Union) ships will be focusing on speed and attack for its control scheme. Horizons (i. e. Starbucks) will have ships focusing its control scheme on speed and armor. The Capitol (i. e. Wal-Mart) will have ships focusing on defense and attack as its primary mode of gameplay.
IX. Non-player Characters / Enemies
For the NPCs of Faction Zero, there will be mainly asteroids and enemy ships that the player will interact with in the gameplay. Enemy ships include the other 2 factions as well as the subsequent motherships and space stations that belong to each faction. The Union has neither mothership nor space station to belong to their faction.
X. Weapons
There will be different weapon sets for each different fighting style that the player can customize, determining on his or her individual gaming style. Stereotypically, there will be machine guns, howitzers, “lazors”, rockets (which shoot straight forward), missiles (which seek out targets depending on urgency), and a mounted cannon, which only can be attached to the medium and heavy ships.
XI. Upgrades
For each weapon, there are upgrades available through points scoring or at the end of each level. Based upon each level of upgrade, the weapon will either be enhanced in some way or will be given a new ability. There will also be three (3) levels of upgrade per weapon set.
XII. Script
For the scripting and interface of Faction Zero: Hostile Commerce, our team will use the game engine Unity to facilitate the needs of the game.
XIII. Scoring
For scoring, it depends on which object or enemy you’re facing up against. For asteroids, the scoring ramp is as follows:
Small = 5 points
Medium = 10 points
Large = 15
Easy Enemy =15
Normal Enemy = 20
Hard Enemy = 25
I finished the last poster of a series of three for Faction Zero: Hostile Commerce. They were used in an effort to market our game to the student audience and bring awareness to our work in progress. Unfortunately the were taken down. The last two elements that were essential for our prototype were the visual aid of a radar and weapon bar.
Sunday, March 27, 2011
Headus
Hey, also if your having trouble, check out Headus, its free and really easy to learn, they have tutorials on their site. You get it up and running in just a few short time.
Thursday, March 10, 2011
For those having trouble laying out UVs
I went and asked Cary Averette for some tutorials on how to lay out UVs, as I needed a refresher. Anyway, here is the link to my mediafire account, where you all can download them if you need them!
Hails!
-S.
Friday, March 4, 2011
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