Over the weekend, Unity 3 was released. We had been hoping for this to happen before we started working on this project, because of a few advantages that it would bring us. I looked into the new features that Unity 3 brings, and tried to figure out what might help us and where. Among other things, improvements were made to the debugging and the audio engine, both of which are pretty important to our project.
This week we were also tasked with an initial prototype of the game in order to allow us to test out some of our game ideas and aid us in our decision making process. I spent a good deal of time, and managed to come up with a 'first playable version' of sorts. There is placeholder art everywhere, but the simplest mechanics are down.
The player has 5 cubes at the bottom of the screen, which represent his current 5 instrumentalists. Their instruments are labeled below them. Each one has 4 patterns which they can play (which are the same rhythms across all instruments). The one labeled "Pattern 0" is empty, representing the instrument not playing anything. The user can click on each of the patterns and the instrumentalist will start playing it.
As soon as the game starts, monsters (Joey's Chordcat model) spawn at the white cube in the back. They rush towards the player. If a monster touches the white plane in front of the player, that monster dies and the player loses 1 health (shown at the top). If the players health reaches zero they "lose". For now monsters keep coming, mostly for testing purposes. The player can click a button in the top left to reset the monsters and their health.
To stop the monsters, the player must select patterns for their instruments. Whenever one of the Bass Drums play a note, the monsters are slowed to half their movement speed for 1 second. Whenever one of the Snare Drums play a note, all the monsters take 1 damage. Whenever the Synthesizer plays a note, the monsters take 2 damage. Each monster has 10 health, and a new monster is spawned every half second.
The prototype can be played Here
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