Didn't know whether to put this is in Imaginari or Video Games, so here it goes.
As of two months ago I began work on a mech game currently titled Antigen. We have spent the last two months working on the documentation for the game, while programming in C++ when not in class. In class we have completed a design document describing the game play itself, a technical document describing how the code will be written, a list of assets that we want from our assigned asset team, as well as a Gantt Chart (schedule). For the next three months I will be a wee bit busy programming this thing.
I hope to update this topic every once in a while to show off our progress as well as to let people try the game when we have reached the beta milestone.
The Game Itself
In Antigen, you build a custom Helix (what we call our Mechs) and blow stuff up. This includes buildings, vehicles, and enemy Helix. Choose weapons and parts, destroy enemies, and earn more parts. You can equip arms, legs, bodies, weapons in your right and on your shoulders.
Game play will feel close to that of the Armored Core series, but with the pacing of Virtual On or Zone of the Enders. We have even included a weapon titled the Arc Photon that shoots lasers just like Jehuty. All this takes place in environments that mimic that of Chrome Hounds.
Screen shots!! Keep in mind, this is a VERY early build of the game.
Cool menu?

Equip new weapons!

Go Amuuurrrrica!

Yes, tents blow up.

But why do you care?
Simply put, here is your chance to get your name in the credits of a game. Because of the limited scope of our development, we aren't promised much from the asset team. As of right now, we are told that we will get two sets of parts, one level, and some 2D art. Our art director is hopeful in getting us a second level, but "I'm not promising it."
This is where you come in. You want to see something in our game? Make it! We would love to see any concept art that you think would be cool. Want to model parts? Do it! All of the content that you create could end up in this game! If you would like to make models, however, there are a few limitations that we have.
Mech parts
To make things easier on ourselves we unified the style of all Helix. Human proportions. This is so that we can throw them into our generic animation system without much trouble. So, no need for animations either. Also, the person who made our exporter made it so you can only put one material on an object, so if you use Max, only one material per object.
Sizes - These are all in respect to the same mech. Bigger or smaller parts are fine, but keep in mind the proportions to other pieces.
Body + Head = ~60 max units tall, ~60 max units wide, ~40 max units deep
Arms = Each arm is ~50 units in length, ~20 units in diameter at shoulder and ~15 units in diameter near hands.
Legs = ~60 units from waist to feet. Waist is ~60 units wide and ~45 units deep. Each leg is ~30 units in diameter at top and ~20 units in diameter at the bottom.
Polys - Each part should only be so many polygons because there is a potential for quite a few enemies on the screen.
Body = ~500
Arms = ~350 each
Legs = ~600
Environments
The only thing about environments is the separation of anything destructible from the terrain itself. Anything that is destructible must be separate. As we have not decided fully on the format of that, I can't tell you exactly how we need these files, but feel free to suggest things you'd like to blow up or model or draw anything.
As of two months ago I began work on a mech game currently titled Antigen. We have spent the last two months working on the documentation for the game, while programming in C++ when not in class. In class we have completed a design document describing the game play itself, a technical document describing how the code will be written, a list of assets that we want from our assigned asset team, as well as a Gantt Chart (schedule). For the next three months I will be a wee bit busy programming this thing.
I hope to update this topic every once in a while to show off our progress as well as to let people try the game when we have reached the beta milestone.
The Game Itself
In Antigen, you build a custom Helix (what we call our Mechs) and blow stuff up. This includes buildings, vehicles, and enemy Helix. Choose weapons and parts, destroy enemies, and earn more parts. You can equip arms, legs, bodies, weapons in your right and on your shoulders.
Game play will feel close to that of the Armored Core series, but with the pacing of Virtual On or Zone of the Enders. We have even included a weapon titled the Arc Photon that shoots lasers just like Jehuty. All this takes place in environments that mimic that of Chrome Hounds.
Screen shots!! Keep in mind, this is a VERY early build of the game.
Cool menu?

Equip new weapons!

Go Amuuurrrrica!

Yes, tents blow up.

But why do you care?
Simply put, here is your chance to get your name in the credits of a game. Because of the limited scope of our development, we aren't promised much from the asset team. As of right now, we are told that we will get two sets of parts, one level, and some 2D art. Our art director is hopeful in getting us a second level, but "I'm not promising it."
This is where you come in. You want to see something in our game? Make it! We would love to see any concept art that you think would be cool. Want to model parts? Do it! All of the content that you create could end up in this game! If you would like to make models, however, there are a few limitations that we have.
Mech parts
To make things easier on ourselves we unified the style of all Helix. Human proportions. This is so that we can throw them into our generic animation system without much trouble. So, no need for animations either. Also, the person who made our exporter made it so you can only put one material on an object, so if you use Max, only one material per object.
Sizes - These are all in respect to the same mech. Bigger or smaller parts are fine, but keep in mind the proportions to other pieces.
Body + Head = ~60 max units tall, ~60 max units wide, ~40 max units deep
Arms = Each arm is ~50 units in length, ~20 units in diameter at shoulder and ~15 units in diameter near hands.
Legs = ~60 units from waist to feet. Waist is ~60 units wide and ~45 units deep. Each leg is ~30 units in diameter at top and ~20 units in diameter at the bottom.
Polys - Each part should only be so many polygons because there is a potential for quite a few enemies on the screen.
Body = ~500
Arms = ~350 each
Legs = ~600
Environments
The only thing about environments is the separation of anything destructible from the terrain itself. Anything that is destructible must be separate. As we have not decided fully on the format of that, I can't tell you exactly how we need these files, but feel free to suggest things you'd like to blow up or model or draw anything.


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