Prototyping week 1


[1]Camera Perspective?

1.First Person View, Third Person View:

We had plans to make dodgerolls one of the main mechanic to avoid being tikked,
in FPV it is very difficult to show if you are dodgerolling or not
It is not very convenient to play this game in first person you don't know where the tikker is,and you don't have a big view of your surroundings.

First Person View:

Third Person View:

2.Top Down View:

This was considered one of the best options for our game, you have a big field of view you can see all the players immediately without looking back(ThirdPerson,FirstPerson).
One disadvantage you do have is that the playfield needs to be alot smaller because 4 players need to share the screen.


[2]LevelType?

We have 2 ideas for this:
1.One Map with special features:

the map is in fact a breakable island wich degrades every 20s, on this island there will be some mechanics which you can interact with to give you some kind of advantage.


2.3 small maps which are linked together:

(Schoolyard,Hallway,Classroom) you will stay in every area for about 30s and then you are forced to go to another map,Forced Mechanic(Ground falls away), 
in every map there will be some unique mechanics.

At the end we considered 1 the best option, because making 3 maps with different mechanics each can be a big time consumer, we want to go for quality not quantity.

[3]PlayerMovement?

1.No RootMotion: 

This is a movement type which is not connected to the animations. This will feel not as smooth as with rootmotion on, 
 because every value needs to be hardcoded which is not always the correct offset for each animation.


2.RootMotion

This option ensures that the speed and the traveled distance of your PlayerWalkAnimation matches with the PlayerGameObject in the game,(foot sliding is fixed by this matter).

This ensures a very smooth movement style, and that's what a couch game is all about.

In the end we chose for RootMotion it really gives a good twist to the movement system, it's alot of work to get it working but in the end it's worth it.

[4]Engine?

  1.Unreal Engine:

This is an engine which easies the work of 3D Artists, but because there are almost no good tutorials about how to use UE in c++ format, we kinda pushed it down.

  2.Unity:

In Contrast to UE, there alot of Unity courses online which will help you to understand the engine and it's features, the developers can maintain a high work efficiency with this engine. Which means that in a short amount of time they can make big mechanics.

Because the 3D artists mainly work in other programs like 3DsMAX,Photoshop,... 
We decided to go for the unity engine.

[5]Controls?

 1.Simple but efficient:

Double joystick, one for moving and the other one for dodging. This makes it really easy to run around in every direction while still being able to easily dodge to any direction.

Left trigger is used for diving/divetagging and right trigger for tagging normally.

Some controls are not assigned yet, they are free for ideas.

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