Heh. Swordfighter. I am still dumbstruck as to how well this project happened. This video game was definitely the most successful prototype that I got to be apart of. Before I explain the game and present the art I did, I would like to mention that this final project was a special one. Our client this time was a Doctor from the Engineering department here at the University of Utah who created a new kind of controller that could potentially change how we play video games. Like Sony’s and Microsoft’s controller, There are two thumb sticks that is used for movement. Bumpers on the front and 4 push buttons, two on both ends of the paddle that rests in the palms. Doesn’t sound like much doesn’t it? Now what if I told you that even smaller joy-sticks or nubs as they were frequently called, were situated in the very center of these thumb sticks. These nubs were not installed for the Gamer to use in order to make something happen within any given video game. In fact, it is designed to work completely opposite of that notion. They called the tech that characterizes the two nubs, haptic feed-back devices. Using tachometers installed within the prototype that give the nub to vibrate and move in one and nine directions in relation to positions on a traditional wall-face clock. Consequently informing the gamer about something that is or about to take place at any given time. This potentially can also free up clutter in the GUI, That can obstruct the players view. No more visual cues anymore that would tell us gamers how to react.
That brings us back to our final assignment and showcasing this new technology. As a cohort, we were divided up into teams like it always have been. The goal as a class would be that each team should develop their own unique way present 1 of a number of other possible functions this new paddle can be put to use. It was almost instant once we got together to discuss what our plan of attack would be. Sword fighting Samurais. Awesome. I’ve been to Japan and got one of two undergraduate degrees in learning the language and culture. This was right up my alley. There was no question at this point. We would make just one environment and two Samurai that fight each other similarly to that of a Soul-Caliber title. Your basic Street Fighter. The Haptic feed-back in one thumb stick would tell the player when an attack is about to happen and the angle it will come from. Now as the player, your biggest source of character control are the two movable thumb sticks. One stick gets used to communicate an attack to your samurai, the other is utilized as a way to defend against your opponent. There are three rounds, you get damaged by an attack a certain number of times and you lose the round. There are 3 rounds in every one match. And that was our game and all we knew we would have time to do. So with solid planning early on, we were able to make a simple game and polish it up to a degree that the player can feast on with his or her own eyes.
So without further ado, I shall conclude the Fall semester’s version of this blog with pictures of the 3D environment that I designed as well as a title screen, a credits screen and 5 splash pages that signify the different round and a winner/loser screen. I also will present two other pages that would have represented a loading screen and a “Fight!” screen to kick off a match. Since they were not implemented, I would hate for them to be created only to get deleted. So I hope you enjoy!
Here is a YouTube video sample of our game in action. Simply just cut and paste the link below into your search engine to view the video. At least until I can figure out how to make a hyperlink to this URL.