First Prototype finished... and the conclusions that come after.
- Tan Yek Chuen
- May 21, 2016
- 2 min read
Alright! Working with my programmer Ng Tian Kiat, we've created a simple yet flexible prototype for Monster Trucker (Working Title)!
While Tian Kiat coded almost every feature of the prototype and Siah Wei efficiently modelled the vehicle, I sculpted and textured a simple level, and coded a basic AI for the monster (the capsule in the video).
Sadly, we were unable to get a VR device to test it due to its current unavailability in our school, and had to make do with keyboard and mouse. However, we make it a point to ensure that we test it in VR by next week.
The video may not clearly represent it, but the monster AI (as of now) is capable of patrolling between predetermined points. Upon sight, it will start running and chase the player down, attacking when it's within range.
Without further ado, here's a short video of the prototype:
Video Highlights:
1. Vehicle physics and control
2. Handheld weapon with bullet spread capability
3. Mounting and un-mounting weapon from weapon stations
4. Auto firing weapons in mounted form
5. White capsule (Sneak peak of monster AI)
The conclusion that comes from creating this prototype causes quite an amount of changes to the game. First off, we find that it's too time consuming to create five levels by the deadline and decided
to focus on a single large level. Secondly, it is "un-fun" to have an automatic turret that shoots for you. So we decided to make the players manually handle the mounted weapons in the future. Lastly, we decided to scrap the idea of a "main hub" system and opt for an linear action adventure playstyle.
In conclusion, this prototype lets us realise how large our game is in terms of scope, and how much we have to take away from the initial idea to make it doable. I'm glad to have done it as it will save us from overloading ourselves the future. Thanks for reading and I wish you a good day!
Best
Yek
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