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Time to Survive

  • Rhys Sellars
  • Jul 30, 2016
  • 2 min read

After a week's break, we are back into it! Last week only consisted of presenting the Runner game in the class room. It was interesting to see how some students tackled their assessments. Overall I was really happy with how mine had turned out, and am looking forward to see how well it goes. This week consisted on a very brief revision of some of the basics of scripting which we had covered in the duration of the first assignment. Topics like Classes, Objects, Inheritance, Parent and Child Classes were discussed again, as well as the general flow on how things like Pawns and Player Controllers works.

Now the next exciting part of this class is about to begin. We get to build on our existing knowledge from the Runner assignment and work on it to make a simple survival game, similar to something like The Forest, Rust and Day Z. I am actually looking forward to creating this game. One of the requirements of the game is that the player has to have Health, Stamina, Warmth and Mood gauges, and if any one of these reaches zero the player dies. I am changing the Mood gauge to a Sanity gauge.

The basic concept behind the game is that the player has escaped a mental asylum and has to escape and survive. The player will have to find food to survive, make fire and find pills/medication to stay "Sane." I want to try and implement the idea that as the character's Sanity...or rather Insanity increases, the camera distorts or becomes skewed to represent the player potentially losing his mind.

I am aiming to try to at least create a crafting system in my game. In my mind it doesn't seem to be completely difficult, however.... blueprints. Anything is possible. I will be happy if I can get one or two items to craft correctly. I will also try to implement a 'clothing' type equipment section in the inventory that will directly affect how quick the player gets cold, which will add purpose to the warmth gauge.

If time permits, I also want to have a crack at creating some AI components for enemies. These could be either fellow escapees from the asylum or "figments" of the player's imagination that spawn more and more as their Sanity gauge fills. This should be relatively easy to implement. By saying something like 'if the player's sanity is greater than X amount, then spawn an enemy that starts hunting the player.'

Since the game will be in first person mode, the player may be able to find weapons to use, or at the least a gun with extreme limited ammo. If a gun proves too troublesome to create, then some sort of melee weapon that the player can craft such as an axe or similar.

Stay tuned for updates as this game makes progress!

References:

Theo's Little Bot. (2014). Rust Videogame Logo. [Online Image] (Available). Retrieved on 31/07/2016 from https://upload.wikimedia.org/wikipedia/en/6/6d/Rust_videogame_logo.png

xJsnowgamingx (2013). Rust Alpha- Open World "Zombie" survival Game , The basics and PvP Gameplay (READ Description). [Online Image] (Available). Retrieved on 31/07/2016 from https://www.youtube.com/watch?v=k8oNo-Yx5kg

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