1 / 10

Hostile Hives

Hostile Hives. Project Overview. Origins & Concept. Cooperative dungeon crawler style game set in a mad scientists backyard. Natural setting transitions from above ground to below ground as the players enter the hive and descend to find lab equipment fragments.

Télécharger la présentation

Hostile Hives

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Hostile Hives Project Overview

  2. Origins & Concept • Cooperative dungeon crawler style game set in a mad scientists backyard. • Natural setting transitions from above ground to below ground as the players enter the hive and descend to find lab equipment fragments. • Levels present structured objectives and hordes of defending robotic ants • You'll have to battle your way through the defending bugs to reach the core of the organic hive and destroy the queen

  3. Mechanics • Single screen isometric view (possibly with zoom-out to enable more wandering) • 8-way character movement with joystick, attack combos with buttons • Upgradeable bugs can assume unique abilities by acquiring lab equipment fragments • Collaborate with teammates to explore levels, find power-ups, overpower 'enemies', solve puzzles, 'save' the lab • Levels are procedurally generated to increase replay value

  4. Work in Progress

  5. Final Product

  6. Things That Went Right • It’s fun • Level editor • A game was created • Class sessions were productive • It has lightning bullets

  7. Things that went Wrong • Taking on too much • Not having a solid concept • Lack of communication • Choosing a difficult platform • SVN

  8. Lessons Learned • Work one level together, then branch out • Have a good communication plan • Plan ahead • Different programs equal different art styles • Understanding of separate components of a video game

  9. Questions? (Let’s talk about bugs baby…)

More Related