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iOS UDK development

Ce forum a pour objectif de permettre la coordination de 3 équipes de développement de jeux iOS via UDK, et de promouvoir leurs applications. This forum will be use to coordinate the development of i
 
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 Group 2: Aether Tower

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Chris

Chris


Posts : 38
Join date : 2011-01-31
Location : Montreal

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PostSubject: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitimeTue Feb 01, 2011 6:26 am

Members: Marco, Luigi, Andrei, Christophe, Ricardo and Corey
Lead: Andrei
Technical Artist: Marco
Animation: Ricardo
Rigging: Corey, Luigi and Andrei
Menus and interface: Andrei and Luigi
Character Artists: Andrei, Corey, Luigi and Marco
Environnement artists: Christophe and Marco
Level design: Christophe and Ricardo

Gameplay:

Spells for long distance attacks -- Fire, ice and lightning

Melee attacks with medieval-like weapons -- Swords mainly.

Puzzles and riddles on most levels

A hidden collectible (Usually weapon or armor upgrades) per level

1 virtual joystick for movement.

3 buttons: one for attacks,one for jumping and one for spells.

11 levels in total

A tutorial, 3 mini-boss battle (a priest) (levels 3,6 and 9), a final boss battle (level 10) and puzzle & fight levels (level 1,2,4,5,7 and 8 )

Story:

In the works.

Visual style:

Cartoony, medieval.

Inspiration:

Darksiders, Zelda, Tales of Symphonia, Diablo III, League Legends, Castlevania: Lord of Shadows.


Last edited by Chris on Mon Feb 21, 2011 1:50 pm; edited 3 times in total
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usernameforAndrei

usernameforAndrei


Posts : 29
Join date : 2011-01-31
Age : 39
Location : Montreal

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PostSubject: Re: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitimeThu Feb 17, 2011 7:21 am

Main characters concept art and abilities

Both of them will share the same spells gained via the gauntlet. Fire, ice and lightning. The gauntlet will glow the color of the designated spell. Red for fire, white for ice and blue for lighting.

Tutorial level will occur on a boat where the player will be introduced to the controls. Stick for movement and the 3 buttons: attack, jump and spells.

Group 2: Aether Tower Vg_fem10

Group 2: Aether Tower Vg_mal10
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Chris

Chris


Posts : 38
Join date : 2011-01-31
Location : Montreal

Group 2: Aether Tower Empty
PostSubject: Re: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitimeMon Feb 21, 2011 11:34 am

Group 2: Aether Tower Otherview
Group 2: Aether Tower Tutorialview

Here are general views of what the tutorial level will look like. Me and Marco are currently on the textures. The texture for the dock and the rocks are done, but we're still texturing the boat. We also haven't started texturing a water plane yet.

Polycount: 3500 Triangles

Group 2: Aether Tower Cameraview

--The game will begin with a cinematic, introducing the player to the story (will be posted soon).

--After the text passes, a priest (nameless for now) will appear and summon 2 goblins.This will begin the fight and movement tutorials. The player won't have any spells yet, this will come later on.

--Once both goblins will be defeated, another short cinematic will kick in, showing the boat docking. The player will then be able to break the barrels on his ship if he wants health drops and then jump off his boat to the dock. This will be a quick intro to the jump button for the controls.

--Another jump will be necessary as the dock is broken (not obvious in the screenshots, sorry).

--To move on to the first level, the player simply has to move his character up the stairs at the end of the dock and he will proceed.[list=1]
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Chris

Chris


Posts : 38
Join date : 2011-01-31
Location : Montreal

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PostSubject: Re: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitimeFri Mar 04, 2011 1:06 pm

The level design and the modeling of Level 1 is done. Textures are currently in the works.

Group 2: Aether Tower Overallview

Here is a general view of level 1. A few old concrete houses, a chappel in the back next to a small cemetary and, of course, the tower with 3 smaller support towers. The X planes will be bushes and trees. More destructibles will be added as we plug everything in the engine. More crates and a few more barrels. Also, I'm currently making 2 gargoyles to put in front of the tower, next to the entrance. One of them will be key to finding a collectible.

Gameplay:

Group 2: Aether Tower Topview-1

The level starts with a short cinematic where the priest (whom you were introduced to in the tutorial) summoning 2 goblins before running further. You must defeat them before moving on.

Once defeated (and in order not to go the wrong way), another cinematic shows the hero running towards the priest again who summons lighting this time which strikes the house next to you, creating enough rubble to force you to find another way to the tower.

Group 2: Aether Tower Damagedhouse-1

Notice the lever behind the rubble. If the player has a good sense of observation during the cinematic, he should be able to move on easily to the next level.

The path will have a different texture from the rest of the ground. Most of the ground will be muddy, but the general path around the small town will be rocky. (flat ones) The player will have to follow the other path drawn to make it to the tower.

Once in the front of the tower, a short text will appear saying that it isn't wise to enter the enemie's lair by the main entrance and that the priest probably set a trap for him/her. The text will tell you to find an alternate "surprise" entrance to the tower.


If the front isn't accessible, the next destination for the player should be the back. The hero should then head towards the fence gate next to the tower. Sadly, it is closed and you cannot break it. You have to find the lever that opens it. Simply walk black a little where the rubble is (if you previously noticed it, otherwise, the player will have to spend some time looking for it) and pull the lever (attack button) A quick cinematic will show the gate opening.

Once opened, the player will make his way around the tower until he sees a door. A text will represent the monologue of the hero saying that this door must be leading the "basement" of the tower and that it is probably way safer to go in that way.

Optional quest!

As the player makes his way around the tower, he probably will notice the small cemetary nearby. In the middle of it is a bigger gravestone that sticks out from the others. If the player approches it, the action button will allow him/her to read the incription on it. It'll mention 3 stones representing the strengh of a strong sword...but the hero will notice that the 3 stones are missing on this grave and that he wonders where the 3 stones are.

1. Go out of the drawn path near the first house you come accross in the level and destroy the middle barrel. You'll pick up a stone.

2. The player might have notices crates next to a house after the lighting & rumble event. If you jump your way up on those crates, you'll reach the roof of this house where 2 mutant frogs were resting. But you woke them up and must find them. Don't fall off. The vases will have health for you to replenish if you took damages. Afterwards, the hero will have to jump to the flat part of the tavern next door to find 3 more vases. One of which contains another stone.

3. When the player will reach the main entrance of the tower, 2 gargoyles will be there as decorations. But both can be destroyed and one is a secret switch that drains the water of the pond next to the fence gate. Once the water drained, the player can use the stairs to go to the bottom and pick up the 3rd stone. This stone will show a small sparkle from the surface view to let the player know of it's presence.

Once all 3 stones are found, the player will have to go back to the grave and a sword will appear, giving the player his/her very first sword upgrade.
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usernameforAndrei

usernameforAndrei


Posts : 29
Join date : 2011-01-31
Age : 39
Location : Montreal

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PostSubject: Re: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitimeMon Apr 11, 2011 6:19 pm

Evil Priest Concept

Group 2: Aether Tower Evil_p10
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PostSubject: Re: Group 2: Aether Tower   Group 2: Aether Tower I_icon_minitime

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