Dapper Dolphin Studios Where the ridiculous is taken seriously

Author Archives: Mitchell Eastwold

Paper Prototype Feedback

In order to test our game properly before we began production, we created a paper prototype of our game.  It was a two player turn based strategy game where the players needed to work together to stem the flow of our “A.I” (Zac moving the enemies around as he saw fit).  We were able to receive some important feedback from our fellow classmates.  Most of which was how hard it was, and that we needed to make sure the player always felt like they had a fighting chance against the enemy.  Of course, our main goal in making this game is to show people just how impossible it is to beat A.I, it is still important for us to find a happy medium.

Past the prototype, we have made it into the coveted production phase.  Our members working around the clock to produce all the aspects of our game.  The multiplayer is coming along swimmingly, as well as the individual tasks each player has.  Each programmer is working on an their own projects, and it is only a matter of time before we merge all the parts and have a functioning game.

Level-Audio Design

Level Layout:

Most of our game is going to be based around one, top down, city level.  As a tower defense, we are focusing on placing lanes leading into the player’s main base.  Each lane will be represented by a road running through the city that converge into each other.  We chose to place the player above the scene, this will allow for a full strategic view.  It will be up the player to create each obstacle with their towers.  Leaving for each game to be uniquely different.

Seeing how we are aiming for a multiplayer aspect, we plan are implementing a reverse tower defense of sorts.  While one player is placing towers to stop the enemy, the second player is going through an enemy placed tower defense to get to much needed resources.  These areas will be placed on the sides of the main area, giving the second player the opportunity to either fight with player one, or go out on their own and gather resources.

 

Audio Design:

Music is a topic we haven’t placed too much interest in, but we are leaning for a slower, more strategic sound.  For the sake of time and skill sets, we’ll do our best to find free music to place into the game.  Each different type of shot will have its own sound, and each enemy will be making some sort of sound as well.

A New Beginning

There comes a point in every persons life when they need to think  long and hard on the implications of Artificial Intelligence, and how one day it will destroy us all.  Well, for the many loyal humans in our Alternative Game Development class, that time is now.  Because Evil Panda is proud to present our currently unnamed game! We understand how actually having a name is important for these epic moments, and we are hard at work throwing names about! Usually in the forms of named paper airplanes.  In a re-imagined Warcraft mod, Evil Panda is asking players the hard questions, are robots going to take over?  Players will given towers to place anywhere on the playable map, and use these towers to coral the enemies into a maze of their own destruction.  Each enemy destroyed will give the human players more resources to devout to their towers, but that’s not all!  We are adding in a second player, who will act as a guard and gatherer.  This second player will be able to roam around the maze, aiding these towers in their duties, and gathering more resources to be used by the first player.  We already have a simple working model set up, and we are aware of all potential problems.  This week we are working towards selling the idea to the class, as well as finalize on all style options, and design opinions.  This game will truly test how well prepared we are for the A.I. apocalypse, we’re ready, are you?