Thursday, March 12, 2015

read graphics section of manual on lighting and game elevtor pitch

http://docs.unity3d.com/Manual/LightingOverview.html took 35 minutes with some breaks and interruptions

3d space looks like it is REALLY complicated and I don't think I'll ever learn enough to make stuff look good on my own. My only hope is to make a fun playing but crappy looking game and hope someone with 3d experience takes pity on me to show me how to make it not suck.

I'm still deciding on sprite-based 2d or orthogonal 3d/2.5d for my first project.

The graphics section of the manual is fairly huge.

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Current elevator pitch: Top down space-shooter roguelike. 4 escalating difficulty stages(sectors) then boos fight.

Sectors are ~10x10 screen sizes with wrapping edges to give the feel of infinite flight

Each sector has a gate that requires specific keys to unlock.

Keys are dropped off of mobs in the zone but have are fixed drops progress will never be stopped by randomness.

Carrying keys gives the player a debuff and the keys have to be picked up in a specific order and can't be dropped.

Enemies are Gauntlet-style spawners that continuously generate a "cloud" of enemies up to a configured population, so the player has to fight through the cloud and eventually defeat the spawner which will drop the keys.

In addition to standard RPG drops (equipment, resources, consumables) enemies will drop intelligence which will aid in exploration of the sector.

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