Friday, May 9, 2014

Spy Escape - GDD200 Final Project

Spy Escape
John Aromando

Game Description
You’ve stolen their secret plans! The alarm goes off and ninjas surround you…. Escape with dignity from this ninja organization and save the world from ultimate destruction!
            The game takes place inside a terroristic ninja organization's main base of operations. You, the player, have stolen their secret ninja plans. You must escape without being caught by the ninja's or you and everyone else will suffer. Take your player through three levels and escape the building with the plans!

Instructions
W key: Forward
S key: Backward
A and D key: Turn
Space Bar: Jump (not available on last level)
R Key: Reload Level.

Walkthrough

Level One
           
         
          This level consists of three rooms before moving to Level Two. First, head down to the bottom of the first room, watching the ninja on the middle floor (1). There is one ninja to every room in this level. In the second room, you will want to start climbing (2). The ninja in that room is placed right before entering the third room (3). Like the first room, you will be heading down to the pathway that takes you to Level Two. The ninja is placed right before this pathway (4).


(1)
(2)
(3)
(4)

Level Two


           Level Two is by far the longest and hardest level. Throughout the level you will need to face a variety of rooms and hallways guarded by seven ninja's. The level is really broken down into three sections. There is a drastic climb in two areas within the level. These climbs separate each section.

Section One


            Start the level by climbing down to the bottom. Stay on the middle ground until you reach a climb. This climb is the beginning of Section Two. Throughout the first section you will encounter two ninja's. The one closest to start is on the bottom level not far from the origin point and the other is right in the players pathway before they start the climb.

Section Two


                Section Two starts as soon as you pass the second ninja. You then reach a climb and go down another stretch of rooms and hallways. Section Two is about the same length as Section One, but consists of one more ninja. The first two ninja's are placed in the middle of the section, not to far apart. The last ninja walks a long hallway that drops off to a floor below. Right after this drop off is the second climb that brings the player to the third and final section of Level Two.

Section Three


                Section Three starts with a dramatic climb, right after your fifth ninja encounter, but do not worry! Your climb is ninja free! At least until you reach the top where you will encounter your sixth ninja. Immediately hop up and climb the room to avoid him. Travel through two drops and two climbs to reach the end of the level. The last ninja is at the bottom of the last room (right after your second drop). This one is the trickiest and could easily send you back to origin so watch out! There are only two ninja's in this section, but do not underestimate them!

Level Three



            If you made it this far you are pretty much in the clear. Sprint straight ahead to the exit, you know, the huge rays of light penetrating the end of the hallway. Just make sure you dodge the swarm of four ninja's trying so hard to make a last stand! All are able to been seen from the start of the level, but can sometimes run and hide in adjacent rooms to the hallway. This level is very straight forward and can be done with ease. 



Wednesday, March 26, 2014

TTM/Roll-A-Ball Week 1 Assignment




Drone Escape


           For my game, I will be putting it in a type of platform game genre format such as the original Donkey Kong. In this setting, players will be controlling a ball and the objective will be to navigate through the floors (platforms) while escaping objectives. The theme revolves around the ball being a drone that infiltrated a terrorist organization and now the player must help the drone escape. The enemies or objectives could be anything from terrorist NPC's to laser detectors. The drone (ball) will have a float-like bounce and move right to left. The scenario will be inside the terrorist base and will involve navigating through rooms. The mapping tool and Roll-A-Ball will really interact well with these objectives. Especially the ability to publish maps and save them as prefabs. The platformer will also increase in difficulty as the player moves through the game.

Wednesday, March 5, 2014

Week 6 - Game Walk Through

The Town Walk Through



Inside the town go south to the main square and talk to the old man.





Exit the town! Talk to the old man when entering the next area.




Gather gems in this area from killing monsters to get stuff from the blacksmith! It helps!
Go through to the next area once you are satisfied with your setup and talk to the old man again.




Go fight the first boss! The big Bat you can not miss!




Make sure not to miss the key it drops! Those are very important!




Head to the next area and talk to the old man for a fourth time.




Fight the Golem Boss! Be aware! This is a little more tricky!




Again! Do not forget the key!




Make your way through the map and talk to the old man before exiting the area.




Final boss time! Kill that Blob! Be aware of the heightened difficulty!




Remember! Do not forget that key!
Now it is time to use those keys! Head to the door and if you have three keys you will be allowed in.




Talk to the old man one final time!

 
Collect your treasure!




Exit the other door to complete the game!




Congrats! You beat the game!




Week 6 - Assignment (Finished Product)

Third Boss
  • Blob (jacked up health and speed, split into mini blobs)
  • Drops third key




Ancient House

  • Treasure chest
  • Last scene before the end of the game

Golem Boss
  • To spawn, kill four miniature Golems (when one dies so does another (partners))
  • Spawns a bat every 3 seconds
  • Jacked up health 
  • Drops second key




Keys

  • Drops off every boss (3)
  • Unlocks final room
 Guide
  • Meet in town
  • Tells and guides the story of the players adventure 
  • In mostly every scene


End Game:
  • Beat the game scene

Week 5 Assignment

Monster Area 3
  • Different Landscape
  • Golem Boss




Addition to Monster Area 2
  • Forest

Friday, February 21, 2014

Week 4 Assignment (Pitch Proposal 2)

Monster Area 2:

  • Bat Boss (basic health increase)
  • New Landscape






PITCH PROPOSAL 2:

The Town
            Initially, I wanted to make a more realistic type game in a medieval setting. After considering time and needs, I settled on making a sort of dungeon crawler. The plot is very simple. The town (the name of the game) is trapped by these hordes of monsters surrounding them. It is said that it is a curse by old men and old men’s ancient ruins exist somewhere in the wilderness. The player is one of the many adventurers trying to find a way of out this capture. This already complex quest turns into something more as an old man, who lost his son to the beasts, helps guide the player through the uncharted outskirts of town.
            The old man continually follows the player and gives him aide in gathering the right things and killing the right monsters. If the player is running into the man, they know they are on the right track. The player kills three bosses and deals with some random adds before getting to an ancient building where the old man congratulates him and tells him to collect his treasure from a huge treasure chest. The player collects it and leaves out another door, ending the game. This leaves the rest of the story open to interpretation.
            The bosses all have somewhat unique mechanics. The first boss is has a huge health and size increase. The second boss starts with many NPCs who destroy a partner when they are destroy and eventually spawn a giant boss with heightened health and the ability to spawn additional adds. The third and last boss spawns additional NPCs every time it is struck. It also has increased health and speed. Each boss drops a guaranteed key that unlocks the door to the last room with the treasure. This is necessary to make sure players participate in key events.
            All the areas are different. The town displays dark and gloomy buildings that show the depression and strangeness of the town. This is promoted by most of the house doors being locked. The dialogues of all the townspeople are also strange. Each of the monster areas is different. The first has rolling plains, the second is a deep forest, the third is rocky and narrow, and the fourth exists within a mountainous region. The ancient house exemplifies the loneliness and silence of the last zones.

References: