Saturday, June 6, 2009


We'll it's been a while since I've posted since I've been so bogged down, but here is the trailer for Insanely Red.

Wednesday, May 13, 2009

Alls Well that Ends Well

Two weeks away from presenting our prototype and design to industry professionals, we have to look at where we stand.
2/3 of the game proposal is done
2/3 of the game design document is done
2/3 of Technical Specifications is done
A working modification on half life 2 - heavily dependant on the textures and models at the present.
Models, not implemented as of yet.

Still have alot of work T_T


Friday, May 8, 2009

A rather large update

Ok, so it's been a while since this blog has been updated and ALOT has happened within that time. So I'll list off the team members and what they've accomplished so far, starting with myself.

Dave: Has finished the buisness section of the design doc, and proof read the design doc so far.
Josh: Has completed the prototype level, and is now working on his sections of the design doc.
Ben: Is working on changing and completing the GUI.
Adam: Is currently working on the Technical Specifications document. Although in the time between updates he's had a rather large breakthrough with the weapons- he's made the Rebounder.
The Rebounder is a adaptation of secondary fire of the pulse rifle already found in HL2. As it stands now, it does little damage when the initial contact, however, if you bounce it off an object and then hit your target the damage it does is signifcantly increased. If this seems incredibly powerful to you, well, you're right, in testing it's capable of taking out six enemies in one shot! It does make for alot of fun however :D.
Amy: Has been working on getting player models within the game as well as some concept work, which I will be put up for display:


Saturday, May 2, 2009


As per the settings, as written up and posted previously (Found here: these are concept sketches done by Josh.

Crazy World:
Ground Level:

Tuesday, April 28, 2009

Information Overload - Progress Report

First off, forgive me for the HUMONGOUS wall of text which has just been posted, I've been a bit slack with the blog lately so this is just me playing catch up. A quick summary of what I've posted, they're all appropriately named so you should have no trouble finding what you're looking for:
Character Profiles, Descriptions for:
  • Abubu
  • Captain Beast
  • Professor Wulf
  • Geppetto

Settings have also been anounced and described

Lastly, I've done a quick mock up of our targeted audience and then given reasons for why we have chosen said audience.

Since blogger has kinda stuffed up right now, and is adding in extra lines everytime I push enter, I think that'll be it from me for now. As always feel free to comment, and you'll be hearing from me soon.


Target Market

Target Market
The audience that will be targeted by this product will be males, it should be noted that female game players are on the rise however, they are still the minority at this point and the game would be at a financial disadvantage if it were to aim at them, as we would not be capitalizing on the current market.

The average age of the focused demographic will be 15 – 40 years of age, who play computer games on a casual basis, somewhere between 2 and 7 hours a week. Research indicates that the average age of game players in the United States is getting older (it currently sits at 35). The game should be designed in a way to appeal to a broad age group, namely 15-40. By assuming that they are casual gamers the game can be tailored difficulty wise to suit the people within this grouping.

The audience will be capable of reading and spelling at a 5th grade standard. Unfortunately, this game is for entertainment purposes and therefore it won’t be suited, nor will it be promoted, to those who have any disability which may infringe upon their play experience.

This game will target the Australian market, and in particular those who are within the middle class. The Australian market is targeted because of its proximity and being that this is our first game release, we want to establish that the game is successful and marketable before off-shoring it to other countries. Other countries that could see deployment in the future include:

It is assumed they have a medium length attention span, and enjoy having their mind challenged and are expected to handle a medium amount of stress. Naming these properties about our audience again correlates to the challenges we will be able to design throughout the levels. It gives the designer a clear understanding of what is expected not only of the game, but of the audience as well.


The game will take place in a city environment where all of the settings involved in game will revolve around this one tormented city. Ultimately it will be broken up into three entirely unique settings: Ground, Crazy World, and Paradise. The setting the player finds themselves will be determined by their altitude. The Paradise will be at the highest level, Crazy World will be in the middle, and Ground will be street level.

The Ground setting is where the majority of the game lies, as it will show the decrepit state of the city. The setting itself is means to creating motivation for the player as their goal is to restore the city to its once beautiful state.

The sky, replaced with a velvet fog that blanketed the city, blocking out the light. Every now and then a gleam of light would shine through only to be eaten by the monstrous fog. The main source of light came from the warm glow of the street lamps which would illuminate the remains of a once populated city. Now the streets were littered with unread newspapers from a day that everyone wished they had forgotten, and cars abandoned because they drew too much attention.

Every block or so there would be rubble where once a great sky scraper stood. The sight of this place is enough to send a man into shock. The destruction, the complete abandonment, it was frightful. There was eerie silence that screamed that something horrible had happened, this was only disturbed by the clanking of metallic feet from robot patrols.

Scenario: The player starts off in the city on the ground, they move through the street fighting enemies as they go. After seeing no other alternative they are’ forced’ to flee upwards towards the fog, they keep heading upwards until they reach the Crazy World.

Crazy World
The Crazy World will be shown only when the player character inhales the gas, and therefore, making them crazy. It is going for a completely abstract feel and is really trying to put the player off balance by playing with their perception.

Thick layers of fog sandwich this twisted world in between. A world full of bizarre out of place floating rocks, which travel through the buildings like cars caught in rush hour (they act as platforms), and contorted upside-down buildings built from the sky downward towards the ground.

The strangest of all was the abstract carnival rides which popped up all over the place, a slide that exited one building and circles around several others draw the attention of some who visit. But the main attraction is the large and distorted Ferris Wheel that over shadowed the upside down city.

Some of the buildings contort themselves mid structure, some grew and shrink in width, while others rotate at impossible angles and zigzag through the streets. As always in between these are carnival rides and floating rocks which range from being the size of an eye ball to the size of bus.

Colourwise it’s a magnificent mix-match rainbow, with the most bizarre colours imaginable. So much so that it looks like a finger painting from a young Picasso.
Scenario: The player first arrives here on the roof a building, which they immediately fall onto a floating rock, from here they can observe the twisted world that it is, they then jump through a window and land in building inside they descend down three levels where the room opens up. They go across and have to jump onto the ‘roof’ of this building (Imagine it as an L – So far they entered in the long downward stroke and now standing on top of the short horizontal stroke).

They run along this roof and jump off into another building, as they enter the building transforms into a haunted house – scary and the likes. They make their way up through this building until they get out of the fog once more.

Paradise, as mentioned above, is activated only when the player is on top of the tallest buildings within the city. This setting is meant to strike awe into the player since it is a complete contrast to the other two settings.

Paradise is the safe haven for all who visit, it’s where the cloud and the robots dare not to reach and sun shines down upon all and welcomes them to its light. Plants and animals flourish in this environment on the top of the tallest buildings. The most impressive feature about the paradise is the brightness of the sun and the warmth that it brings. It’s the only place in this city that the people can live in peace and harmony unaffected by the gas.
Scenario: Player jumping from rooftop to rough top, crossing over beams which serve as bridges between the buildings. The player finds themselves in a rooftop jungle looking for the rebel base camp, and then has to gain access to it through the means of a puzzle.