June 10, 2010

Antarctica Storyboards

The team has recently received a bit of down time from being in class every day. For the next five weeks, we are all on a vacation, per se, but will be continuing development on In Light of Darkness on a bit of a lighter schedule until classes start again.

The biggest development in the last week is the completion on modeling the Gauntlet. This will be the primary melee weapon throughout the entirety of the game and will also have a number of other functions. This includes accessing inventory, character info, weapon selection, power selection and quest log. In addition to these functions, it will serve as a powerful weapon the can be upgraded, as with all weapons, to become more powerful in it's ability to take down the enemy.

For the time being, the Gauntlet is in the stages of being rigged for animation and textured so that it looks just as good as it performs.

Since requirements for our senior project ask for at least three levels of gameplay, I have personally storyboarded out the major areas of all three of the Antarctic levels. Each will progressively move the player further into areas that are more human in architecture while also showcasing some of the enemies and their personalities.

There will be a mini-boss at the end of the second level and a major boss at the end of the third level. In addition to the bosses, there will be a few quests started along the way th
at will continue well into the rest of the game.

One example of this is the Language Acquisition quests, which will allow the player, if they so choose, to learn more of a respective races language. This will open up further dialogue options later in the game and allow the player to understand more of what his or her adversaries are saying both in and out of battle.

More updates on their way.

Nathaniel Kirst
Turmoil Studios


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