Sunday, 13 January 2013
Asset Design - Medical Tent
Reference Images:
Crude tents, small, 'makeshift' pegged into the ground.
Upgrades can create larger clusters with added larger sections of tents.
Old fashioned square tents, made of canvas, khaki in colour.
Could explore slightly rounder shapes to give it more of a futureistic look.
Tunnels look more futuristic.

Although it has no discernible markings, this tent was used for staff.
Decorated and marked off the edges of the tents with stones.
Expected to pick up and go at any time.
Added details could include flags and sandbags.
Thumbnails:
Asset Design - Sniper Nests
Reference
"In the Pacific theatre the Japanese used trees for their snipers. They'd climb a tree and snipe from there.An expansion of that would be great. Maybe a small platform and an easy exit like a zipline for the development.
A collection of trees for the building unit, the sniper takes up on of these trees. Although you don't see the sniper he's there and only dies if all the trees are destroyed."
Friday, 11 January 2013
Asset Designs - Walls
Reference
After discussion with the client the following pictures were established as points of reference for ideas which the client may like for different types of cover.
Upgrades
The idea also came about for an energy shield. I will explore this later as an upgrade potentially.
From these a sheet of thumbnails were created:
For this first sheet of thumbnails I gathered feedback from the client.
3 - He immediately likes the look as it is very trench like. Wants to see it worked up with Moss and a wet look too it.
6 - Looks like the side of a bunker.
2 - Very good for light cover.
4 - Looks like a subway tunnel - perhaps could use it as lidded cover.
5 - Likes this for heavy cover.
Damage
Damage stages were also discussed. 3 stages of damage would probably be best to echo Age of Empires and Warcraft 3.![]() | |
| Age of Empires 2: Stages of decay in a wall. |
Monday, 26 November 2012
Property Balancing.
Outlining the properties for each of the unit types (enemy and player) is very important in order for proper balancing to work.
I outlined Unit type, the cost to make each of them, the attack, attack speed, defence, max shield of each unit at 4 levels and the damage type.
I also did the same for 7 different types of enemy.
These statistics now need testing to check the balancing in play.
The following charts are for the Player Units and then the One Bakkar Units.
| Unit Faction | Unit | Cost | Attack (L2/3/4) | ATK Spd/Sec | Def (L2/3/4) | Max SHD (L2/3/4) | Damage Type |
| 109th | Fealoke | N/A | 4 (6/8/10) | 1 (1/1/2) | 12 (13/14/15) | 5 (5/6/7) | M/H |
| Maddox | N/A | 3 (5/7/9) | 1 (1/1/2) | 12 (13/14/15) | 5 (5/6/7) | H | |
| Soldier L1 | 20 | 2 | 1 | 9 | 4 | H | |
| Soldier L2 | 35 | 3 | 2 | 10 | 5 | H/L | |
| Soldier L3 | 50 | 4 | 3 | 12 | 6 | H/L | |
| 23rd | Vortex | N/A | 4 (6/8/10) | 1 (1/1/2) | 15 (16/17/18) | 6 (6/7/8) | H |
| Soldier L1 | 20 | 2 | 2 | 13 | 6 | H | |
| Soldier L2 | 35 | 3 | 3 | 14 | 6 | H/L | |
| Soldier L3 | 50 | 4 | 3 | 15 | 7 | H/L | |
| 205th | Jin | N/A | 3 (5/7/9) | 1 (1/1/2) | 12 (13/14/15) | 5 (5/6/7) | H |
| Isolde | N/A | 2 (4/6/8) | 1 (1/1/2) | 12 (13/14/15) | 5 (5/6/7) | H | |
| Soldier L1 | 20 | 2 | 1 | 9 | 5 | H | |
| Soldier L2 | 35 | 3 | 1 | 10 | 5 | H/L | |
| Soldier L3 | 50 | 4 | 2 | 11 | 6 | H/L | |
| 98th | Sparek | N/A | 4 (6/8/10) | 1 (1/1/2) | 15 (16/17/18) | 6 (6/7/8) | H |
| Clara | N/A | 4 (6/8/10) | 1 (1/1/2) | 15 (16/17/18) | 6 (6/7/8) | M | |
| Soldier L1 | 20 | 3 | 1 | 13 | 6 | H | |
| Soldier L2 | 35 | 4 | 2 | 14 | 6 | H/L | |
| Soldier L3 | 50 | 5 | 2 | 15 | 7 | H/L | |
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Monday, 19 November 2012
Ken Yeang - Environmental Design
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