Thursday, 23 May 2013

Final Team Overload Post


Good evening everyone, it's Team Overloads Artist bringing you the very last update for The game, System overload. We in team overload have designed and developed this game to the point were it is both visually appealing in an overall sense and is weel on it's way to becoming fully functional in terms of Gameplay.

Our Gameplay coder has worked hard to achieve the mechanics we set out to create and implement. It has been a long road to the end and as we come into the final stretch of the this journey, we can see our game forming it's final gameplay and overall composition.




 These are some of the examples of coding our gameplay coder created in order for our mechanics to be created. The first image is of the code that handles changing the controls between PC and iOS controls. The second image is of the arrays that handle the spawning of the game tiles in a way that is smooth and visually appealing.

Our GUI coder also worked extremely hard to provide us with a visually appealing GUI that is easy to understand and navigate.
 
This is a small part of the coding that was created for our game GUI. This particular part of the code is responsible for dealing with printing out the previous player's names and the scores that they got for those levels. It also deals with the formatting of the writing printed and saving the name you input for a high-scores name.

The 3d modeller of our team has created very many interesting models for our game and has worked these designs to incorporate elements that work well with the overall style without clashing.







The first image is the perspective render of the player ship dubbed "Booster Monkey". It took a few try's to get the ships looking how we wanted them, our modeller had to flatten the designs so that they looked as though they were manoeuvrable and could fly through the stage easily. This was the same with the last rendered image which was dubbed as "Flat fighter"

The second image is of the buildings with which were designed with the purpose of populating the background of the scene. They were later tasked to frame the background  instead of populating it as the buildings became an intrusion into the players visibility of the game.

The third image is an example of one of the gameplay assets that was designed and implemented into the game. They were designed with white textures because we were able to figure out that we could change the colour of the textures through code.

These are just some of the finalised assets that have been implemented into the game.

The level designer hit quite a few rough patches and was made aware of how the previous designs were not exactly up to scratch. So as a result we needed to rethink our approach on how to design the levels.
















These are screen shots of the newly developed level being designed and created. We were told to create new levels that were fast paced and fit better with the style of the game. We collaborated and gave our design inputs as a team and so far, have created levels that fit these descriptions.

Me being the artist, I have designed the new gameplay textures and Visual design of the entire game. Most of the textures that have been implemented have become finalised and each and everyone add to the overall style of the game.



This is what the game looks like when the scene is put together and played with enhancing effects from the coding side of the game. The bloom effect and trail render coming from the player are the effects that are created from code. The screen shot was chosen at a bad time, but the blue for the gameplay road we are seeing here is not always the case. The roads cycle through the colour wheel and only every now and then, shows this current colour on the road.


The Team working on System Overload have put much time and effort into this game and thanks anyone who has provided their assistance and support throughout our journey.

We Would Like To announce that System Overload Will be Available on the App On the 11th Of June This Year as part of our game presentation Night and we encourage those who are interested to download the game a try it out. Even if you're not very interested in it, please try it out and we look forward to any feedback you would be willing to give.

This is Team Overload signing off for the last time.

See Ya guys and Thanks For Your support!

























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