Sunday, 29 November 2009

A Small Change

NOTE: All of this is subject to change! Feel free....

Title: Tarandel

Genre: 1st - 3rd person shooter/puzzle

Theme: Realistic/horror/educational

Platform: PC (for now)

- Quick Breakdown -

Main Character: Father Tarandel

Birthdate: Unknown

Organization/Religon: Unknown

Years of Service: Unknown

Note: Not too much is known about Father Tarandel. Keeping it vague allows for a wider "religious" demographic.

Premise: You are a priest on the East coast of the USA. You receive a frantic letter from the Vatican, (possibly some place else) "get here asap...do not delay." Upon arrival, you are informed that hell, (from all religions) is about to take over. Man & woman kind (HA!) have gone to far. The demons and evils are taking their places getting ready to make hell on Earth. You, Father Tarandel, are on a quest to travel around the globe, study different religions, thwart the unholy with relics, spells, and of course...some good ol' fashioned classics. This is all in the efforts to save the world, while learning about, and developing respect, for different religions.

Personal note: I've got some other stuff that I'll add to the post later...chow time.

Saturday, 3 October 2009

Sunday, 13 September 2009

Sit back, look, imagine, think, and smile!




Ok...

This is killing me! I can't wait 'till Tuesday, I'll pay for the hamburger now damn it! Look at this! This is f!cking sweet! Our indoor balcony's could be the "center of attention." We could have small cube-like quadrants that protrude from the sides, those would represent the floor themes we have already discussed. Obviously the proportions would be a bit different. Just some ideas. By the way...this is not my work...reference pictures from the Internets!










So...

I've got about a million different floor plans right now. There is quite a variety...commercial, offices, laboratories, and a few others. I will bring in all the goods on Tuesday for review.

I have some questions about the general shape of our building. A few of the floor plans have some really cool shapes, (top view). One for example is a channel, (also top view). Others have some pretty interesting layouts. I was thinking, once we have a bit more solid idea of what we want, I could take certain sections of the various floor plans, mold them together, and create a building that has some real feeling.

Also with the different layouts, player paths and flow change drastically. I know we were talking about having holes in the walls and ceilings and such; that is going to alleviate realistic path obstructions, (the Swiss Cheese effect).

I'm doing more research...and drinking an Old Speckled Hen. See y'all on Tuesday. Cheers!

Saturday, 12 September 2009

Thursday, 10 September 2009

Free Time Begins

Well we finally have some free time to work on what we want to do. Apparently what we want to do is a lot of things at the same time. Things like: Space station, Warehouse, Lab, Caves, Police Station, Church, Sewer, Theme Park, Submarine, Castle, and various other projects.

After a lot of discussion we decided on a project. Project Free Time will be a multiplayer level for Unreal 3. It will take place on the top 5 floors of a skyscraper in New York. This is set in a modern time, however, the polar ice caps have melted and flooded the world. The water comes up to just over the first floor the level will begin at. The skyscraper is pretty damaged in areas and plant life is making it's way up the building.

We are still deciding on other things but this is the basics. We will be shooting for a map that holds around 16 players. We really want to be able to jump from floor to floor with ease. Our plan to do this is by using holes in the floor to get down, and balconies and fire escapes to get up the building. The roof will also be available for the players to fight on. We haven't decided on an art style yet but Joe is going to do some level concepting and get back to us.

If I missed something let me know.