Hey everyone,
Here is the final version of the game that we submitted for assessment. It's packed into an installer to compress the game (from 1GB+ down to 300MB) so it's a bit more download friendly and easy to get going.
Enjoy!
- Pat
Thursday, 4 December 2014
Monday, 10 November 2014
Dragon's Domain has gone gold!
Tuesday, 4 November 2014
Dragon's Domain Beta
Here's a link to a download of the beta for our game, Dragon's Domain!
DRAGON DOMAIN'S BETA LINK
To play, uncompress the file with a program such as WinZip, WinRar or 7Zip, double click on the DDBetaBuild program, configure the graphical options to your choosing and enjoy!
DRAGON DOMAIN'S BETA LINK
To play, uncompress the file with a program such as WinZip, WinRar or 7Zip, double click on the DDBetaBuild program, configure the graphical options to your choosing and enjoy!
Monday, 11 August 2014
Update for 12/8/14
Today we worked on:
-Using NGUI, a Unity addon to create a nice looking main menu for our game.
-Adding ground units to our 2D prototype.
-Refining flight mechanics for our 3D prototype.
-Using NGUI, a Unity addon to create a nice looking main menu for our game.
-Adding ground units to our 2D prototype.
-Refining flight mechanics for our 3D prototype.
Sunday, 10 August 2014
Update for 11/8/14
Today we worked on:
-Began a 2D prototype to demonstrate the main multiplayer-focused gameplay mechanics in a split screen format.
-Continued work on the 3D prototype to refine the flying mechanic.
-Worked on improving the powerpoint presentation in preparation for the upcoming industry showcase.
-Worked with World Machine to randomly generate heightmaps to use as Unity terrain landscapes.
-One of our artists created the below concept art, exemplifying the type of Aztec architecture we wish to portray in our game:
-Began a 2D prototype to demonstrate the main multiplayer-focused gameplay mechanics in a split screen format.
-Continued work on the 3D prototype to refine the flying mechanic.
-Worked on improving the powerpoint presentation in preparation for the upcoming industry showcase.
-Worked with World Machine to randomly generate heightmaps to use as Unity terrain landscapes.
-One of our artists created the below concept art, exemplifying the type of Aztec architecture we wish to portray in our game:
Tuesday, 5 August 2014
Update for 5/8/14
Today we presented our pitch of the game we plan to make in the coming months. We will upload a pdf of the powerpoint presentation we made very soon, and we are going to present it to a panel of industry professionals as well in two weeks. Here is the title screen we made for the presentation.
Monday, 4 August 2014
Update for 4/8/14
Today we:
-Worked on documentation about the dragon game, including a design document, an art bible and a technical design document.
-Worked on creating a presentation and pitch for our game.
-Decided upon a name for the game:
-Worked on documentation about the dragon game, including a design document, an art bible and a technical design document.
-Worked on creating a presentation and pitch for our game.
-Decided upon a name for the game:
Wednesday, 30 July 2014
Update for 30/7/14
Today, we:
-Furnished the rooms in the stealth robbery prototype with the props we made, and added lasers as well. We will move onto a different prototype next week.
-Decided on what game we plan to proceed with. We decided on a multiplayer dragon game where you go around killing villagers and claiming their treasures, meanwhile other dragons are doing the same thing and can steal your treasures (however, they have to deal with tiny dragons you can spawn defending the villages).
-Furnished the rooms in the stealth robbery prototype with the props we made, and added lasers as well. We will move onto a different prototype next week.
-Decided on what game we plan to proceed with. We decided on a multiplayer dragon game where you go around killing villagers and claiming their treasures, meanwhile other dragons are doing the same thing and can steal your treasures (however, they have to deal with tiny dragons you can spawn defending the villages).
Monday, 28 July 2014
Update for 29/7/14
Today, for our stealth robbery prototype we're currently working on, we:
-Modelled some props and furniture, such as shelves, televisions and security cameras.
-Partially fixed AI for the security guards of the prototype.
-Created a camera system to switch between stationary cameras for different sections of the level based on where the player was currently at.
-Modelled some props and furniture, such as shelves, televisions and security cameras.
-Partially fixed AI for the security guards of the prototype.
-Created a camera system to switch between stationary cameras for different sections of the level based on where the player was currently at.
Introduction
Hello, and welcome to the Overcharge Studios blog! We are a group of six students who intend to create a great game for our final assessment. We have several ideas for this and we're currently crafting prototypes to see which ones we like best. Here are screenshots of two of them!
LEFT AND BELOW: A prototype for an frantic
FPS set on a rooftop.
BELOW: A prototype for a game where you play as a dragon, destroying buildings and burning villagers.
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