Thursday, August 23, 2012
Wake : Core Gameplay Video
Here's an early look at Wake, the fast paced, multiplayer, first-person shooter that I am working on. The game currently only allows two players to connect and compete, but we're looking to expand that number very shortly. Right now all of the visual and audio assets are temporary. Still have plenty of work to do, but we're off to a pretty good start.
Wake : Introduction
So, I'm in the final stretch of the Game Development program at Full Sail University. For the last 5 months of the program we're teamed up with fellow Game Development students and tasked with creating a well-polished game. It started in July when we had a week to develop a game idea, pitch it and see if we get the green light to start designing and developing the game. While nearly every game made during final project is a single player game, our team wanted to push for something that hasn't been done. Multiplayer first-person shooters have been one of my favorite types of games for as long as I can remember and much of the team was equally interested in the idea of creating our own multiplayer experience.
We nailed our pitch and got the go ahead to start developing Wake, a fast-paced, networked, multiplayer, first-person shooter. We spent the rest of the July writing a design document that would detail many things from gameplay, level design, art assets, animations, HUD elements and so on. By the end of July, we had a solid starting point for developing the tech that would be able to run the game.
Throughout the month of August we've been tasked with writing out technical document, which explains all of the various systems that we will use to run the game. For example, we needed to detail the entire networking system, which systems communicate with networking, how each user will start and connect to games, and so on for every system in the game.
Once we were finished the technical document we could begin programming! For the past few weeks we have been hard at work trying to meet the deadline for the core of our game. For core, we were required to meet a list of requirements that were necessary for our game to work. We basically needed to have two players, connected over a local network, be able to run around and shoot each other and compete to be the first to five kills. While not without our struggles, we were able to pull through and reach our goal.
While we met our goal for core gameplay, it is still a very small representation of what the final game is intended to be. We still have the months left to add features like weapons and powerups, as well as integrate models, effects and animations we receive from the guys in the art department, and work to better balance and polish the game with each iteration. This is just a brief introduction to the process of creating Wake, I'll be back shortly with more detailed explanations of how many of the cool features found in Wake are being implemented.
Check out www.wakegame.com for more information.
We nailed our pitch and got the go ahead to start developing Wake, a fast-paced, networked, multiplayer, first-person shooter. We spent the rest of the July writing a design document that would detail many things from gameplay, level design, art assets, animations, HUD elements and so on. By the end of July, we had a solid starting point for developing the tech that would be able to run the game.
Throughout the month of August we've been tasked with writing out technical document, which explains all of the various systems that we will use to run the game. For example, we needed to detail the entire networking system, which systems communicate with networking, how each user will start and connect to games, and so on for every system in the game.
Once we were finished the technical document we could begin programming! For the past few weeks we have been hard at work trying to meet the deadline for the core of our game. For core, we were required to meet a list of requirements that were necessary for our game to work. We basically needed to have two players, connected over a local network, be able to run around and shoot each other and compete to be the first to five kills. While not without our struggles, we were able to pull through and reach our goal.
While we met our goal for core gameplay, it is still a very small representation of what the final game is intended to be. We still have the months left to add features like weapons and powerups, as well as integrate models, effects and animations we receive from the guys in the art department, and work to better balance and polish the game with each iteration. This is just a brief introduction to the process of creating Wake, I'll be back shortly with more detailed explanations of how many of the cool features found in Wake are being implemented.
Check out www.wakegame.com for more information.
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