Thomas Kobelsky's BlogFilled with reviews, rants/raves, and puns. |
Group:Mark N. Barker - Programmer, Artist Thomas Kobelsky - Technical Designer, 3D Artist Braden Bahen - Level Designer Kyle Jensen - Project Manager, Sound Designer | |
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Starting in our 5th term and continuing into halfway through our 6th term at VFS, we went into production of Hench, a fast paced action-platformer developed in the Unreal 3 engine. Set in an abandoned trainyard with a cel-shaded art style, the main objective in Hench is to gather Ghosts and feed them to your Master in the center of the stage to increase his energy and essentially bring him back to life. However, the Master is constantly expending energy to stay alive, and attacking Ghosts will decrease his energy level faster. We used our Flash game "Gizmosis" as a sort of prototype to see how the risk/reward system would play out, and doing this solved a lot of our initial worries in terms of if it would be fun to play. It also helped us envision how pathing works and what kind of environment would be "too open" for this style of gameplay. Another advantage the prototyping gave us was the hindsight to improve upon what we already had. More mechanics were introduced, mulitple height levels were created, and less time was spent clarifying pre-determined things between team members. We set up a Dev Blog detailing the processes we through. | |