Player starts in the garage and makes his/her way over to the right door that is unlocked. The left door is blocked and locked.
After going through the door the player is immediately presented with a door on the right and a door on the left of processing foyer
Taking the door on the left of the foyer, the player is presented with a hall with crates. The player can jump over the stack of crates and enter the next room.
The room past the crates contains a health pick up... in case you tripped and hurt yourself! The rooms door is locked and the player cannot continue further in that direction, so the player must back track.
The player is forced to take the rightmost doorway if he/she didn't do so already. Just a standard hallway with some crates as obstacles.
After entering the door the player is now in a room with a ammo pick up, Just in case the player is trigger happy!
The next room is the first shower and decontamination room, the player would then enter the door at the end of the room.
Coming from the shower room, the player is presented with the first enemy!
After defeating the enemy the player finds another hallway with a health pick up and crates as obstacles. I placed the health here for 2 reasons, one being the player may need some health after his/her bout with the enemy. Two, this area gives the player a small psychological break from the last battle.
At the end of the hallway is this room, two of the doorways are blocked and the player can only go left!
The player is presented with Observation room A. Valves, switches and tanks for the decontamination solvents. The player must also fight his second enemy!
After engaging the enemy the player notices a door on the right.
Passing through the door on the right the player is in the main control room. Ammo and health are available to pick up here. The player also notices a switch on the left that opens up the exit door. That the player can see from the window with the bull's eye over it.
A better view of the exit door.
After exiting that room the player is now in Observation room B. An enemy immediately confronts the player.
The door on the right of this room leads to the next area.
This room has three doors and one is blocked.
If the player goes through the left door he/she is now in a hallway, pretty plain. The calm before the storm!
Going through the door at the end of the hallway, the player is again presented with another enemy!
The payoff at the end of the line is a SHOCK RIFLE YAY! The player may not continue in the same direction and must back track to the room with three doors.
When the player goes back to the room with three doors (1 blocked) the player finds him/herself on the other side of the window from the main control room.
On the other wall from the window is the EXIT DOOR! The player can walk out but the door is locked after and the player thus locks down the A-Block!
Wednesday, September 29, 2010
Friday, September 17, 2010
MEGA Flow Chart Post
Just in time for the weekend! I've provided direct downloads for all the flowchart PDF's just past the link directly into the address bar and you should be good to go!
Have fun!
Have fun!
Thursday, September 16, 2010
The MADNESS that is flow charting!
I've been working NON-STOP on flow charting over the past week and a half. I severely underestimated the time it requires to do a thorough job! The good news is that I'm almost done, and I should have the full PDF good to go no later that Friday! I will then be hitting the engine hard getting this concept fleshed out!
Friday, September 10, 2010
Re-spawn Locations! AND flowcharting!
It just occurred to me.. Due to the scope of this entire concept it would probably be a good idea to add re-spawn locations in a few areas! Perhaps I should mark them on a later iteration of the level map.
It also occurred to me that it would be far easier to flow chart this out by following a similar shape of the level itself! Typically, the flow charts I have seen were fairly linear but those were for interface designs. I think it would be easier to plan and layout if I mimic the general shape.
It also occurred to me that it would be far easier to flow chart this out by following a similar shape of the level itself! Typically, the flow charts I have seen were fairly linear but those were for interface designs. I think it would be easier to plan and layout if I mimic the general shape.
Monday, September 6, 2010
Milestone Update
It seems this Labor Day weekend has put me at a disadvantage. The next step in the process is flowcharting my design layout; not having access to Visio has put me about a week behind my projected milestone. I will continue flowcharting on Tuesday in the hopes of a finished design flowchart by Thursday.
Wednesday, September 1, 2010
Tuesday, August 17, 2010
Tuesday, August 10, 2010
Prison escape scenario (Revisions in progress)
I propose a maximum security prison for synthetic humans. You are a prison guard caught up in the chaos of a prison break. A pro-synthetic rights group has EMP bombed the facility, causing all the inmates to go haywire! At the time of the terrorist attack you were checking on the inmates in D-Block where only the most hostile synthetics are being contained in stasis.
As far as protocol goes, standing orders are to contain the outbreak by any means necessary! Every block has containment blast doors that can be manually closed to contain the individual sections. After all blocks have been secure surviving employees must make their way to the alpha extraction point for processing and extraction.
Section Breakdown
D-Block (Maximum Security/Isolation and Stasis)
C-Block (Convict Reprogramming)
B-Block (General Incarceration Population)
A-Block (Convict Screening and Processing)
Courtyard (Convict Recreation)
Kill Zones (Any area marked outside general quarters, KOS)
As far as protocol goes, standing orders are to contain the outbreak by any means necessary! Every block has containment blast doors that can be manually closed to contain the individual sections. After all blocks have been secure surviving employees must make their way to the alpha extraction point for processing and extraction.
Section Breakdown
D-Block (Maximum Security/Isolation and Stasis)
C-Block (Convict Reprogramming)
B-Block (General Incarceration Population)
A-Block (Convict Screening and Processing)
Courtyard (Convict Recreation)
Kill Zones (Any area marked outside general quarters, KOS)
Wednesday, August 4, 2010
Brainstorming
Possible Concepts
- Rage Bot
- Player is a robot that takes revenge on the human civilization.
- Multiplayer map with emphasis on quad damage
- Single player map where player vs. hoards of enemy's (player has quad damage)
- Prison Escape
- Player is a prisoner in the a Gulag prison camp in Soviet Russia.
- You are one of the last bot security guards still sane in a robot detention center, after a pro robot terrorist group EMP bombed the facility effectively making all other bot hostile CAN YOU ESCAPE!?
- Revenge of the Machines
- You are Don Bronner! The anti-TERMINATOR. Part human, part machine, part "Kick ass n' chew bubble-gum!"
- Your a bad ass cyborg vs. civilian and government forces. You break out of a top secret military research facility vowing revenge on anything that moves!
Sunday, August 1, 2010
Rough Concept Blue Sky
Robot attack
robot training
space bot
rage bot
prison escape
jump bot
the hyper cube
revenge of machines
the gauntlet
rat maze
trap maze
hover board
Excite bot
time trial
robot training
space bot
rage bot
prison escape
jump bot
the hyper cube
revenge of machines
the gauntlet
rat maze
trap maze
hover board
Excite bot
time trial
Milestone list (tentative)
Week 1
Week 2
Week 3
Week 4
Week 5
Week 6
Week 7
Week 8
Week 9
Week 10
- Red tape mentor documentation
Week 2
- Rough concept
- Napkin sketches
- refined sketches
Week 3
- Refined idea
- Sketch revisions
Week 4
- Prototype wire-frame floor plan
- Companion legend for floor plan (enemy locations, pickups, scripted events ect..)
Week 5
- Prototype revisions
- Companion revisions
- Flowchart (scripted events, decisions, dialog)
Week 6
- Rough block-in (UDK)
- Texture creation
- Scripted events
Week 7
- Asset creation (3DS MAX)
- Play test questioner
- Play test
Week 8
- Rough block-in revision (UDK)
- Asset creation (if needed)
- Texture revision (if needed)
- Scripted events (if needed)
Week 9
- Continuation of level construction
Week 10
- Finalization of level construction
- Documentation (postmortem, ect..)
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