Monday, December 16, 2013

4th Prototype

This is my fourth prototype and my first in Unity!

I have created my first protoype in Unity. The scene illustrates a ridge on a mountain where the player will have to navigate between rocks and the edges in order to avoid the enemy soldiers and finally get to The Chest of Knowledge that the player has been searching for. The player is illustrated by a cylindrical character while the enenmy soldiers are illustrated a s capsules. The Chest of Knowledge is portrayed as a floating sphere at the end of the scene.

I had some issues with the main character where it would fly straight up in the air as soon as the game was started. Unfortunately, I didn't get to solve this before the deadline, so that is one point that will be corrected for the next prototype. Also, movement of the enemy soldiers along with a detection pattern will be implemented.

The above mentioned means that my first Unity prototype is not playable as such, but it should work to give an idea of where the game is heading.

Have fun reviewing!

Link to prototype:

Saturday, December 14, 2013

3rd Prototype

This is my third prototype of The Modern Warrior.

In this prototype I have included motion for the enemy warriors. Some of the motion is activated when the scene is created, other is triggered by the player entering a specific region in the scene. It is super important for the player to sneak around the guards this time. If he gets too close and gets compromised he will have to start the level all over.

Have fun!

Link to game:

Game Minute

This is my Game Minute for The Modern Warrior.

I will here describe one minute of a scene in my game The Modern Warrior. The description will be thorough and include every little detail of what happens in the game.


The player is controlling our head actor which is a ninja warrior. The ninja warrior moves forward and sees a ledge above him that he decides to move under. A bit further ahead he sees a deep fall in front of him and realises that he will not be able to cross it. He bactracks to the ledge and climbs up on it. From here he can see an enemy warrior a bit further ahead. He also notices some ledges above him which is separated by a space of air. His mission is to be as stealth and silent a possible, so he decides to jump up on the ledges and try to avoid an encounter with the enemy warrior. As he jumps over the enemy and over to the last ledge, he watches the enemy warrior and realises that he is not following him. He then jumps down from the ledge to solid ground and continues forward. He sees another ledge in front and above him and jumps up on it. From here he can see an additional enemy warrior. The enemy warrior is moving back and forth on a separate ledge. The ninja warrior notice a piece of paper lying on the far end of the ledge. Above him is another ledge which he crawls up upon. He walks to the other end of the ledge and wait for the enemy warrior to walk to the other end before jumping down and retrieving the piece of paper. He quickly sees another ledge a bit further ahead and decides to jump there. He is now safe from the second enemy warrior and have time to further explore the paper. It is a note where the Chest the ninja warrior is searching for is mentioned. It also mentions another location which is where the ninja warrior decides to head towards. He moves forward and the stage fades out and when it fades in again he is at the new location.

Revised Game Focus!

This is my revised Game Focus for The Modern Warrior.

The Modern Warrior

The players experience will revolve around a ninja warriors search for the Chest of Knowledge which was stolen from his clan by a mighty warlord. The player will interact with the game world by various enemy encounters, solving puzzles, moving objects around and more in order to follow in the footsteps of the warlord and infiltrate various locations to recover the stolen Chest. 

2nd Prototype!

My second pototype!

I have added motion to some of the enemy actors (it still needs to be tweaked in order to function correctly).

The idea is to sneak the player past the enemy guards that are placed around the level. If you get too close you might get spotted and have to start all over.

Link to the game:

Monday, November 25, 2013

If my game were to be a multiplayer game..

In this blog post I will describe how my game would be if it were to be a multiplayer game.

I will start with a quick summon up on the story of the game. The game is revolved around a warrior in search for an item stolen from his tribe. During his quest to retrieve the item and bring it back to his village, he encounters various enemy soldiers and warriors that he need to deal with in one way or another (stealth is the preferred option, but acts of violence can be required from time to time).

To create a multiplayer part, I could choose to make the other player an enemy counter part or an additional warrior that would help out the initial player along the way. I prefer the second option, and I can imagine that I would be able to create some pretty cool stages or levels where the players would depend on each others skill sets and cooperation in order to accomplish the missions and make it through the levels.

The above mentioned is meant as an idea in case I decide to expand the game to include a multiplayer part. The first draft includes only one player and will be created according to that.

Friday, November 15, 2013

First prototype!

Link to my first prototype (flash file):

Tuesday, September 17, 2013

Brainstorming game 3

Game 3

Para Insertion


The player acts as a para-military combat search and rescue officer. The player is given certain missions to accomplish behind enemy lines and the way of insertion is always by parachute (HAHO, HALO). These missions can include elements of reconnaissance and information gathering, search and rescue, infiltration, etc.

When the player is assigned to a mission it is his responsibility to choose the right gear. This includes everything from clothing to accessories over weapons and ammunition. If too much gear is brought on the mission, the player might not be able to complete the task at hand, and vice versa if the player decides not to bring some gear essential for the mission to be completed. The player can achieve recognition and medals for the missions, the highest being The Medal of Honor.


Given the military aspect of the game, a highly developed AI-engine is needed in order for the players experience to be as realistic as possible regarding interaction with enemies and surroundings. The same goes for the graphics engine which needs to deliver crisp animations with as smooth transitions as possible. Furthermore, it is needed to be able to interact with the surrounding environment. I believe that an engine such as the Dunia Engine will be able to fulfil the above mentioned needs.

Brainstorming game 2

Game 2



There are a lot of bad electrical wiring on Hawaii (compared to Scandinavian standards at least). This game will be centered around a craftsman that is tasked with renewal of the wiring.

The player is given responsibility for the strategic part of the replacement of the old wires with new ones. When a wire is being changed it will shut down the power of a certain number of houses. If a house is without power for extended periods of time the player will loose credibility and trust. The same goes if the old wires are not replaced in due time, so the idea is to plan in a way that ensures the fastest possible replacement. The player will work on several parts of the city simultaneously, and there are both wires that power single houses and big main wires that are responsible for the power to several large areas.


The game is very simple and will not be needing any sophisticated graphics or AI. I believe that a good combination of HTML5 and JavaScript will be able to live up to the necessary standard.

Brainstorming game 1

Game 1

- Off-road Hawaii

- Driving Simulator

- The game takes place on the islands of Hawaii, more specific on the various deserted roads and beach shores. The players will have a variety of off-road vehicles to choose from, including JEEPs, Monster Trucks, ATVs, Motor Cross Bikes, a selection of Military Vehicles such as Humvees, etc.
Goal of the race: Be the first to cross the finish line!

The gameplay will mainly be focused on the multiplayer part where the objective is to beat your friends in order to unlock new vehicles and upgrades. The multiplayer part can be local, online, or both. When a certain player level is reached, an option to customize your own stage becomes available. These stages can be shared and played online, thus creating an incentive for continual development of the game.


I believe the Open Source driving simulation engine TORCS will live up to the requirements of this game. It already includes damage and collision control, wheel properties, aerodynamics, etc. Further elements are easily added to the engine, so it should be possible to create and add new levels and vehicles. No specific AI is needed, and the graphics of the engine should be able to do the job.