I wanted to showcase what made my game special while having a funny upbeat action vibe announcer! I based the style and cinematography off of the world of tanks trailer and Super smash bros melee.
I want to make a 3 stage boss fight based roughly around the binding of isaac "church "Isaac" fight.
This fight is a perfect example of what I want to make, It has 3 stages each with rising complexities. the first stage the boss is represented as venerable and weak, once provoked turns into a moderately hard boss. once past 3/4th health, the enemy is mixed up and a new difficult attack throws the player off guard. The tells of the 3 stages are repersented by the sprites shape language and movements as well as its projectiles.
Introduction to boss fight.
The first thing I want to have is a cool introduction. I want to make a small animated HUD or use cards to have a Boss Battle fight intro where you upgrade your magic wand into a full blaster which grants infinite ammo and a higher shooting speed!
I want the boss to me a small little rat crystal thing that is completely static and wont attack you until you hit it. once you do and it breaks, it turns into the monster boss. I want him to have 3 health bars stacked ontop of each other like the Devil may Cry series bosses.
I also want the boss to throw something at the player if destroyed would drop health to pick up.
the first stage I want him to be static and shoot the bullets in patterns at a moderate complexity and slow pace, I want him to vary his attack patterns as well. When it gets to the lowest part of the health he gets staggered. you have to hit an event to do an ultimate damage attack by hitting a combination of buttons. When this occurs he sets his health to the next lowest bar.
the next stage I want him to shoot faster with different combinations of a harder complexity. I want him to now have a shield faze as well where every so often he will raise crystals and they will protect him and shoot out towards the player.
The final stage I want him to have complex patterns at a fast rate as well as his shield ability, finally I want him to change his form to an uglier more exposed version of him self like he was badly damaged. For his final ability I want him to teleport using an array method from 3 locations on the map area. this will give him more dynamics and it will switch up the patterns of shooting entirely
On defeat I want the boss to explode with crystals and a cool you win screen. then you transform back into a human!
Here are the screenshots from my completed game as well as some video footage of the multiplayer
Google slides arena pitch for my class!
Isometric map below: Motherboard Mayhem
For our battle arena, we are making small 11x17 maps I want to make it so there is 3 levels of height and water rises every few minutes
Open up Photoshop, make sure you use a document that's the power of 2
Plan out whatever you want to animate and illustrate it! *note if you make anything in Color, you wont be able to add a particle color and adjust that in cascade later., so I recommend doing it in black and white.
(make sure you have a transparent background for your illustration.)
When your done with your drawing you should be here prepare to animate... well sort of!
For animation, 1 FRAME = 1 LAYER essentially, try and keep it at a minimum, as well as that make sure you work in a moderately high resolution because when you condense everything into a flip book grid later with glue it, depending on how many frames your animation is it will decrease in resolution. don't worry it will make sense later.
I cant really going to far into animation in Photoshop, because it would take way too long to explain, however the gyst of it is using layer opacity to see your prevision layer to draw over like onion shell in adobe animate, an alternate way to make it is using Timeline. There are lots of tutorials on that so if you want to they're out there.
***IMPORTANT*** you should have a squared amount of layers, in other words 2x2=4layers 4x4=16 layers 5x5=25 layers because they are fitting in a grid. note, you dont have to fill each column completely, however keep in mind to try and not go too far past this grid size or else it wont become a square and UE4 will hate you for it.
once your done with making your frames per each animation you should be about here:
Download a program called "Glueit" this is almost literally monkeyjam, the only difference is it compiles all your images into a single png grid next you want to open it up and add all your images. once you have everything, type in your number of columns, just like what i mentioned ealier, if you have 4 images, 2 columns, if you have 16 images, 4 columns ect. adjust your speed(delaymilliseconds) and hit glueit! From there save out your image and your almost done
Take your image from glue it and bring it back into photoshop, add a black background to it so you dont have any more transparency and create your alpha mask, this can be achieved by selecting your layer RGB information and filling it with white, saving that out as a separate .tga
save out all your stuff as .tga files
open UE4 and import everything. From here set up your material
This is how I set mine up however there are different ways you can approach it. I set mine to mask because i wanted my B/W information to read as RGB rather than a mask, I used the mask I made earlier to fix that issue. you could also set your material to additive for a different effect
*NOTE*the multiply with the constant attached to it in the top left adjusts the speed of the animation!
YAY you did it!
all you have to do now is apply the material to a card, or add it to your cascade particle!
I want to create a bullet that shoots and sticks onto a moving target and deals damage over time, The way I am going to go about this is in 3 parts.
The plan is to use a projectile movement function my my blueprint combine with a hit event to get my desired result. the reason why i chose this was because i want to have an invisble projectile so i can attach a particle trail to make it look like a tracer bullet. on top of that, I can tweak bullet drop and trailing vehicles that are far away.
I set up a global health system for the prototype multiplayer match we will have which will deal damage to whatever the bullet is interacting with. EX: casting to vehicals
I worked on making a game from scratch over the last few weeks, the game features fully scripted combat, a custom HUD, and a small mod kit environment
The game I want to make is Wizard Corgi attack.
You were a wizards apprentice who was careless and created a spell which turned you into a corgi! now you need to run around the wizard academy storage and find the magic scrolls to turn you back into a human again!
It will be a top down game where you need to find three pieces of the spell while solving puzzles, avoiding hazards and defeating enemy's.
My visual trademark will be particle effects, and a mana system, I want magic to be the focus of my level, so I want to create small scale special effects for shooting your wand, fire torches, item intrest. You only have 3 wand shots per each potion so I want there to be a mana bar of some sort.
I want to use a triadic color scheme of Blue, Red and yellow.
The reasoning to this would be to have a nice color contrast between the environment, the enemy's and particle effects. I want to have the background as blue to match the darkness of the storage area, and the red and yellow for lighting and intrest areas.
Level Map Rough
In our Programming class, we had one week to script a block that attacked the player, we needed to show the indication of the block as an enemy before it attacked.
The scripting application I used was Unreal Engine 4's Blueprint visual scripting. The block is a hand painted texture and made out of a simple default 256x256 cube in unreal units. The triangles are parented meshes to the cube.
This is the Actor Blueprint, In this post, I will be briefly be breaking down its contents.
The main animation was done in the timeline using vector coordinates, There is an initial shake and then fall. Then I set the actor relative location which updates as the event track plays.
Camera shake was added on an event track, as well as an audio queue for extra impact.
Dynamic materials are swapped at the base of the block and animated with transitions from yellow to red. These are warning indication that the block is about to come down.
Set relative Scale 3D was used for the shadow, as the block falls, there is a shadow that widens to create a better illusion of Z access depth. The shadow was made by a simple primitive being squashed down with a grey emissive material
I wanted to then explore the possibilities of Vector parameters. I set up a function where it would randomize the initial color of the block bottom before it came down! I used a "random float in range node". I broke these into XYZ coordinates which would translate into RGB. I used these clamps to set a random color value within the vector parameter instance.
The difficulty with this was getting the dynamic material to reset the color animation track. I hooked up a branch and a boolean, setting before and after the timeline. I used a branch to gate the dynamic material, and when the timeline played through, it would execute a reset on the randome value function I created.
Here is my construction script, this is where I set my dynamic material instances for the bottom of the block, and the spikes which do a material swap later in the blueprint.
Finally, the last thing I did was rig the hitboxes. "On component, Begin overlap" casts to the player character and the kill function our instructor set up in the character blueprint.
I thought this was a clear standard cut of what a tutorial level should be. A subconscious way of teaching the player what to do through trial and error.
Donkey Kong jumps out of his house and down a cliff to start the game. The first thing in the level you see is a banana. The player is urged to interact with this object, and when the banana is picked up, the counter on the top corner of the screen goes up. This introduces a point system to the game and rewards the player for picking up more bananas.
The next thing the player sees is a walking alligator called a Kritter. These guys are the enemy's of the game, and if you run into them, you lose a life. the way the player gets around them is by jumping over or onto the Kritters to kill them.
The final thing that the player is introduced to within the next 3 seconds is the barrel, if you pick it up, you can throw it. once it breaks, you get Diddy Kong, this introduces multilpe mechanics, one you can pick up items, you can have multiple characters with different attributes, and you get second hit chances.
The pacing and flow of the game is completely dependent on how aggressive the player wants to be. Iinitaly everyone gets a slow pacing, first there's items, then one enemy, then two, then a different enemy that takes 2 hits to kill. However, when you get half way through the level, you have a choice of riding the rhino, if you do, your virtually indestructible and can fly through the rest of the level. if not, you have a larger option to explore and discover extra power-ups. Without the rhino, you don't have the ability to get into the secret areas.
How much is left to the player?
There's not much spelled out for the player. Most of the game is through trial and error. But there are signs placed at the end of the level that say "exit". Really, the only thing that is handed to the player are the first 3 bananas in the beginning.
Enemy's and Obstacles
There are many obstacles introduced to the player. First the first enemy takes one hit to kill but moves slowly. The second enemy is a bit larger and moves faster, The third enemy is the largest and takes 2 hits to kill. As the level progresses, there are more enemy's mixed and put within closer proximity. There are also pitfalls which are introduced near the end of the level.
The only negative feedback to the player is death, if you have Diddey Kong and get hit, you lose Donkey Kong, which takes away your "shield" mechanic.
Positive feedback for the player is the result of exploration, the more time you spend collecting items in the level, the more secret areas you discover and the more points you get. Collecting the animal tokens give you an extra life as well. Finding the Rhino allows you to discover different locations, and can give you invulnerability.
The story for the game is revealed through exploration as well, At the beginning of the level, if you chose to go left where the hole is at the base of the cliff, you enter the Kong Banana cave. Donkey Kong enters and shakes his head, this quick cut-scene implies that someone, most likely the gators, stole their Bananas, and the objective of the adventure is to get them back!
Subject to change, Using diagetic sounds mainly, the pacing will start off slower, then speeds up with more cuts as the trailer progresses.
Finishes with main market door open. More game play at the end of the trailer.
The Orroti meteorological service has issued its highest possible "status red" warning for the arrival of Sandstorm Jaito.
the failure of generator malfunction is imminent. Evacuation is mandatory for sector D-17, D-13, and D-12. Prior to evacuation Secure all belongings and unplug all power items. roads will be closed within hours. no one will be allowed in or out of the highlighted districts.
Have a nice day!
The reason why I like this trailer so much is because of how much It communicates with such a bare minimum. There are 3 characters, and the conflict is directed by audio rather than animation. There is animation, however because the whole scene is one shot and takes place in just the refrigerator a lot of the movement is left up to the viewer.
I also like how in the end of the teaser, they show a little extra game play of the item being used in combat. The trailer sets it up so the viewer could assume that its a health item or at least something positive, so much so that other characters would go as far as fight for it.
Finally, I like the 2-D elements of the trailer as well, the blend in artistic title screens with graphics, and near the end there are blueprints of how to make the sandwich and what its used for!
I have many "favorite" game trailers, although I love them all for many different reasons, Elder Scrolls V: Skyrim takes the cake. There are many factors that go into why I like it so much. I can look at it technically as a game artist, and as a gamer and appreciate its merits, therefore I'm going to break it down as a person wanting to buy this game and how it appeals to the average gamer, and how professionally sound it is looking at it as a game artist.
At the beginning of the trailer, the narrator mentions Oblivion, the previous elder scrolls game. If you're a player of the series, you already know whats next and what this game is. For people who don't know about the elder scrolls series, there is still enough information for you to understand, but also it's vague so you don't know whats going to happen next.
The next thing I love is the intense medieval chanting music, It gives me a free feeling, flying through the wintery tundra trees and sets the vibe for what type of game this is.
One of the most crucial things that sell a game for me is real-time rendering and gameplay. This trailer has a perfect balance of CG, but also makes sure to show off gameplay mechanics, and in-game environments. By doing this, it shows what the potential and scope of the game is. The quality of the textures and what it might look like in the first person. there is a plethora of fight scenes and weapons that you can use, as well as spells and items you can collect.
The last thing I like about it is the ending. There is a logo and more importantly a release date. For me, when I see the release date at the end of a trailer, it's really bittersweet. the trailer reminds me that it's only a trailer and that the game is a year away from release, but it's so close you just have to keep watching it.
There's good camera direction and composition. The shots that they use to film it bounce between a dollied shot and a free camera first-person perspective. This is used to help take the player in and out of the roll of the main character. They do a great job bouncing between the CG cutscene and the in-game graphics as well.
The camera fades they use to set an intense mood, something secret or brooding. When the action starts, the camera starts to cut much quicker and uses less continuity editing.
In the trailer, as I mentioned before they show off some environments, But they're not just winter biomes. There are a plethora of different locations with different color pallets, this shows the expansiveness of the world and give the player more of an incentive to explore, and shows that the game isn't just one lazy area.
The sound design is incredible. the music completely sells the trailer, without it, the mood wouldn't be set. Another bit of sound that got me was the waterfall. It made me feel like I was in the world. It was almost like a synonym for feeling empowered like the waterfall.