Dev Diaries: KaramelLand

Heya,

Back in May this year, I entered my UDK game, KaramelLand in IndieCade, it’s an International Festival of Independent Game. And it went through *Yay* and the finalist will be contacted by August 30th, so bsmellah =D

In this post I wanna talk more about the design iterations the map went through, so I’ve made the following collage to showcase just that.

Image

 

( 1 ) [first paper prototype, far left] I initially designed a single platform for Death Match map, I imagined it to be on a mountain top, with the rivers in blue swirls and black squiggly line as rock walls part, all to work as separators between the pods where players spawn. The pods were 2-story and they had bridges to connected them all on the roofs. The colored dots represent health, and ammo packs and spawn points. The mountain top would have 3 levels in height difference. The pods in the lowest level of the mountain top, and the orange platform is central and on the highest level. An exposed vantage point. I pictured the aesthetics to be foggy, and nature focused.

[second paper prototype, second to the left] I’ve redesigned the map to be a Team Death Match map, I thought It was more suitable for the original idea, and I also wanted to add jumps and gravity mechanics. I was messing around with the physics in UDK with my professor and we had jumps. I loved the feeling of the jumps so I integrated them in the game. Two mountain tops connected via underground tunnels. And a central exposed platform, that was placed higher than the mountain ground level. Each island has 3 pods for each team, 2 holes for jumps and gravity pull holes. Gravitating holes *I still can’t think of a better name lol, any suggestions?* to pull the players down to the underground tunnels/room. Jump holes to propel the players to the central platforms, and that was the only way to get to it. Mid-air kills were fun when testing this. For this one, I pictured it in a remote planet, deserted by some civilization, that can be seen in the underground tunnels, and the player pods are of the robotic aliens that landed on that planet. Very red/orange for the world with blue and grey for the objects. The underground tunnels were to be observatory tunnels, you can see the outside world.

( 2 ) I was happy with the paper prototype, so I built it in the game engine. After a few testing rounds, I realized I’ve built a huge map in comparison to the UDK default robots characters.

( 3 ) I’ve cut down a lot of excess fat from the map, shrunk it down. At this point, I was inspired to create a totally different world theme from the I originally planned and researched for. It started with when I dragged the underground room box up in the sky to clean up, and I tested the map for something, then I noticed the box in the sky floating, I thought Jack-in-the-Box! I can do a bizarre toys/circus/candy world, and it was like a flood gate opened with ideas. I was pretty excited to create such a world. So I did my research, created the 3D models of the world in Maya.

( 4 ) The awesome process of polishing started, notice the fine lines of pink, those are the physics areas. I experimented with so many textures, for some objects I had a clear idea of what I wanted but for the ground texture, that was tricky. At some point, the game was radioactive, everything was glowing and dizzying lol. I wanted the players to feel slightly disoriented so I integrated optical illusions in the textures and had them move every so slightly. And in the Jack-in-the-Box, the creep factor were the clowns. I used some of these, I wish I know who took them so I can credit them properly. Kudos to whoever did, and to the models. Along with the images, I added sounds the portrays, whisper-y voices and shouts.

( 5 ) Final iteration of the map. I toned down the radioactive-ness by reducing the glow in the world. And ta-da! That’s it.

Download the game here. And for instructions on who to play it on UDK player follow the instructions at the end of this post.

 

Thanks for reading. =D

Cheers,
F

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Nox Brain Playable Demo

Hello there, A playable demo of my latest project is ready to be conquered. Download it here, for PC.

Nox Brain is a quirky hack ‘n slash game. You play as virus named Nox, in a human brain. The virus was genetically engineered by an environment enthusiast Prof. Nox, he wanted to take a proactive role to help save planet Earth, to take down people who are aiding in the destruction of the environment and have zero regard to nature, and animals welfare. His first target, John Mullock, this environment aggressor is a CEO of a large dirty corporation Rupture Inc..

Nox invades the aggressor’s brain, and starts with his left hemisphere, but he needs to collect his virus particles to be able to infect the various brain nodes of John Mullock, and turn his brain to a mush, you play a mini game to infect each brain node successfully. This is only chapter one of the story, right hemisphere of the aggressor’s brain would be the next chapter.

I am currently working on this game to improve it. I’ll keep updating it as frequently as possible. I’d love to know your thoughts about this demo, any constructive criticism will be appreciate.

The start of a level

The start of a level

 

On the edge of the world *Spiderman emoji* lol

On the edge of the world *Spiderman emoji* lol

 

Ammo tree on the right, and the arrow is the virus particles locator

Ammo tree on the right, and the arrow is the virus particles locator

 

A gate, suck it in, there's a battle ahead

A gate, suck it in, there’s a battle ahead

 

That's a one smooth, elevator-music-free lift ride

That’s a one smooth, elevator-music-free lift ride

 

Riding the seamless teleportation system

Riding the seamless teleportation system

 

The 3-shots ranged weapon ammo tree. CONSUME ME!

The 3-shots ranged weapon ammo tree. CONSUME ME!

 

Travelling and getting a glimpse of the world

Travelling and getting a glimpse of the world

 

Cheers,
Fakhra

Nox Brain

ImageThat’s the title of my new game, it’s in its production stage. My team and I, Einhorn Team, will be working on this and the window release for this game is late June, 2013.

Lead Team Members are,

Myself, Hadeel Miqdadi and Finn Teague-Moore.

Additional Team Members,

The one and only, Agent Whiskers is working on the music and sfx.

Mariam Al Atouly is working on the 2D art for the story.

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The official Nox Brain Facebook page is right here. Woohooooo~

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More updates on the project should follow soon. Regular updates will be posted on the FB page.

Cheers,
Fakhra