BOOM! from Michelle Brothers on Vimeo.
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High Concept“BOOM!” is a fast-paced, high-speed sport shooter inspired by the frantic gameplay of paintball and portrayed with whimsical excessiveness. Gameplay takes place in small, arena-like maps, and is based around repeated, fast rounds with little to no downtime between them.
Roles & Responsibilities
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Design Goals
Whimsically fun theme.
- Aliens receive television transmissions from 1980's Earth advertising explosive deals on boomboxes.
- The aliens believe that the boomboxes are explosive devices, and begin production of a prototype.
- They begin testing the new BOOM-box prototype with their alien clones.
- The aliens designs are inspired by 80s fashion, as is the environmental decorations.
Level Walkthrough
In our Aggressive Center Flag mode, the objective is to reach the boombox in the center of the map between the two bases and take it to the rival team's base to destroy it. After each round a short matinee plays where the base that lost the round explodes in a bright colored musical explosion of the losing team's color.
- Players spawn in their base (cyan or magenta) and exit through the tubes on either side to enter the battlefield.
- Players navigate the battlefield to reach the Boombox on the center platform.
- Players take the captured Boombox to the enemy team's base, once there a matinee triggers and they watch the base explode and crack.
The idea behind our Capture The Flag mode was that the rivaling clone teams have captured the opposing teams flag and they need to recapture it and return it to their base. Once they've returned three of their Boomboxes to their base, the round ends.
- Players spawn in their base (cyan or magenta) and exit through the tubes on either side to enter the battlefield.
- Players navigate the battlefield to reach the enemies base, where they find their stolen Boombox.
- Players return their Boombox to their base. The number of Boomboxes captured displays in the bottom tier of the team base, as well as on the HUD.
Kismet & Matinee
Aggressive Center Flag - End of Round Matinee + Kismet
We decided to have the Boomboxes be actual Boom-boxes, which required the creation of an explosion matinee. I was tasked with maintaining the matinee as we got more sound effects, particle effects, and decals to create a more broken appearance to the bases after each successful score. The kismet sequence had to take into consideration the teams current scores, so we set up global integers to keep track of this.
Capture The Flag - Flag Returned Kismet
Upon returning the Boombox to the player's team base, a Boombox displays inside the lowest tier of the base. There are three platforms inside it that need to be filled to win the round. This kismet sequence makes use of the Compare Int node to toggle vision of the Boombox on each platform. It uses similar RedScore and BlueScore variables as in the ACF End of Round Kismet sequence to determine how many points the team has so it displays the correct number of Boomboxes.
We decided to have the Boomboxes be actual Boom-boxes, which required the creation of an explosion matinee. I was tasked with maintaining the matinee as we got more sound effects, particle effects, and decals to create a more broken appearance to the bases after each successful score. The kismet sequence had to take into consideration the teams current scores, so we set up global integers to keep track of this.
Capture The Flag - Flag Returned Kismet
Upon returning the Boombox to the player's team base, a Boombox displays inside the lowest tier of the base. There are three platforms inside it that need to be filled to win the round. This kismet sequence makes use of the Compare Int node to toggle vision of the Boombox on each platform. It uses similar RedScore and BlueScore variables as in the ACF End of Round Kismet sequence to determine how many points the team has so it displays the correct number of Boomboxes.
Post Mortem
What Went Well?
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What Went Wrong?
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What I Learned?
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