What We Aim For
Wave Link - Development
Player Movement
As we are making underwater game the player needs to be able to move freely in all directions. We achieved this type of movement with putting the water physics volume into the level which also gave us control over the buoyancy. All we needed to do was to map the controls properly to give the player enough movement freedom and ability to stabilize at any level under water.
The Game Mechanics
The main game mechanics that we implemented for the POC are hoop race and camera. Player can take pictures on his dive to make it more personal. With the camera we can implement some side quests where the player have to capture certain corals and learn more about them. The hoop race is another side quest where player will swim through the hoops against the timer.
For more information, see Lukas's portfolio for more details:
The Menu and UI
The game contains functional menu where the graphics needs to be updated. The UI contains compass, oxygen bar and depth bar. We will also implement pre-dive and post-dive. Pre-dive will allow the player to choose the depth different fins and buoyancy compensator which will affect his speed and maneuverability. When the player finishes his dive he will be also presented with post-dive and some useful statistics about the dive.
For more information, see Andrew and Padraig's portfolio for more details:
Scrum
With Paddy as our Scrum leader we do every week Skype meetings and plan all the work in advance. Our Scrum is sorted by tags so we know the importance and department that the task belongs to. With this system is relatively easy to know how we are progressing through the tasks.
For the Proof of Concept we are really focused on features, we want to put in as many features in as possible. From the basics such as movements and level layout up to photography and fish A.I.
After the first week into the release we had realised we had misjudged what we had left to do and had completely forgotten about some tasks, which caused a jump up from 116 to 153 points. On the next weeks sprint prep (Paddy) accidentally changed one of the rough estimates from 3 to 5 points and caused it to move up to 155. I decided it was better to leave it this way than to change the graph again
Two Many Cooks POC Game Demo
The Camera
We are using first person camera for the game. The main reason for using this type of camera is the immersion and possible use of the Oculus Rift which will add to the immersion.
The AI
Our game will feature the fish AI behavior where the fish will react to the players proximity and act scared if he approaches them. Currently the fishes follow certain predefined path with build in nav-mesh so they know how to avoid static obstacles. For the future releases we want them to also swim in flocks and act as part of it.
For more information see Andrew's portfolio for more details:
The Landscape
Because our game is open world exploration we needed to create big enough landscape for the player to explore. We agreed that 400m by 400m will be sufficient enough for our purposes. We also painted the landscape with different materials to give it different areas.
For more information, see Cormac and Lukas's Portfolio:
The Wildlife
Because our game is open world exploration we needed to create a number of fishes for the player to see. Sean created three fishes type and texture them. After this, Sean animated the anchovy model.
For more information, see Sean's Portfolio: