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3D Objects Rough Prototype

lhirsh edited this page Mar 13, 2018 · 38 revisions

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Team: Jane Doe, John Doe, Jennifer Doe

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Miracle of Life

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By: Alexander Kozina

Description of game

In Miracle of Life, tanks age naturally overtime. Even if players manage to avoid having their health drained from other players' shells, they will die no matter what at the ripe old age of 100. But, if the player shoots a fully charged shot once the tank they're controlling is sexually mature (at 21 years old), the tank will shoot out an egg that will hatch into the tank's offspring; young, fully healed, and ready to take on the world! However, much like how real children are not perfect copies of their parents, the baby tanks will contain possess certain physical differences that set them apart from their parents (wider, taller, etc.) With each subsequent generation, baby tanks will continue to demonstrate increasingly different physical characteristics, until they are completely unlike their ancestors.

Endless Fall

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Team: Roberto Gutierrez

Description of game

So Far nothing but a bunch of prototype ideas. The main concept of this particular game was to create a center of gravity which would attract objects and the player from around and that the player would need to use slower objects as a means of slowing their descent down, lasting as long as possible. However as time passes I am coming up with different concepts that may better fit the theme of working with 3D objects and environments. Expect the final prototype to be drastically different.

TANKS 2D

Screenshot of game

Team: Joshua Murphy

Description of game

While TANKS! is a "3D" game, its gameplay takes place in only two of those dimensions (on the surface of a plane). TANKS 3D appears to add to the original's "3D-ness" by fragmenting the gameplay area and placing it on the surface of a cube so that the tank moves in all three spatial dimensions. The space is further fragmented by "portals" that prevent the tank from travelling continuously across faces, instead transporting the tank to a non-contiguous face.

However, the tank is still bound to the surface and its controls are still bound to two dimensions. The orientation of those two dimensions just rotate as the tank is transported from face to face on the cube. The final prototype will replace the 3D model of the tank with a 2D sprite to further contrast the 3D-ness of the space to the 2D-ness of the gameplay.

Restricted Places

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Team: Janos Bocsi

Description of game

Exploring a world that is meant to be seen from a distance means that everything is blown out of proportion and made giant. Playing with the idea of hiding all the "fun" behind an easter egg.

Contact

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By: Charles Doucet

Description of game

In Contact, the player explores an unknown area and controls a gang of tanks. While they are discovering the new scenery they've been put in, they find out a new species living in those lands. It is now the player's choice to interact with them. He can go full violence, since after all, he controls tanks. Or he can follow them to try to understand with what his gang of tanks is dealing with. This is at the same time a game of discovery, like Projection, and a game of communication, like Dialogue. This prototype is part of the narrative that I try to tell since the first project.

Float / Child's Play

By: Rebecca

Screenshot of games

This week I focused on making two draft prototypes. In the first, I tried to play with the difference between existence in 2D vs. 3D space. Unity has a cool auto animate feature, and I wanted to see what it would be like moving towards that “completed” version vs. one that was “installed.” However, I wasn’t completely satisfied or sure I could create a coherent narrative with this piece, so I also made my second version -

In this one, you move around the room as a child playing with a tank and a few other toys. Even though this is a simple test, I really like the feeling of it and the potential to come up with non-explicit storytelling through 3D objects in the room.

Link 1

Link 2

3D Objects Intervention

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Team: Kyle Gapulan

Description of game

In this intervention, shooting a specific object would change their 3D model. The goal would be to let the player use 3D objects not only in a defensive way, as these would let them shape their side of the turf. Players would be able to take cover behind these and “attack” the objects the opponent is hiding behind.

AfterTanks!

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By: Mélina

Description of game

What's the goal of tanks? Does it end, or is it an endless shoot 'em up?

The goal of this prototype is to create an "afterlife" for tanks. As the player walks around the environment, they encounter a building and may go explore inside. Whenever they arrive at the top, the player has the option to look at the view with another tank. If they accept the proposal of the other tank - Are you ready to come back? - (in the prototype, if they fall down the building) the player restarts the original Tanks! game.

I decided to include a building inspired by brutalism architecture, in order to construct something different starting by one of the buildings from the Tanks! tutorial. Also, I tried to create a contrast between the basic game and this environment by changing the aesthetic.

Tanks Brut

By: Simon-Albert Boudreault

How many instances of Tanks! are playing at any given time? What is there beyond the endless number of rounds? Maybe this time there is no next round, and you're left alone on the battlefield. Maybe there is also more than the battlefield, and your universe is in fact a network far bigger than your tank brain could ever conceive.

This prototype is shaping up to be a study of brutalism in games and a recurring attempt at the vertigo triggered by the endless instances created by multiplayer games.

Homeshells

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Shell kid plays games Team: Steven Sych

Description of game

I want to turn tanks into a low key family drama, without actually doing away with TANKS! the game. I'm going to use the house model I made in assignment 1, alongside the dancer model I made in assignment 2, and construct a situation where two young shell siblings play TANKS! Depending on who wins, a different story will unfold. The goal here is going to be to try to contextualize the base TANKS! game in a way that renders it more meaningful without changing the base game in any way.

Environment

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Team: Patrick Vasile

Description of game

Environments is a journey through different environments that one can find when navigating through a specific space. The player isn't overwhelmed by examining the environments as a whole, but they can examine and appreciate the craft of building the separate entities of the environments with specific rooms that showcase different environments.

Super Tanks World

Screenshot of game

Team: Anthony Dupont

Description of game

When thinking of altering Tanks' 3D features, the first thing that comes to mind is changing or altering the game assets, more specifically, game modding. Spending alot of time looking at examples of mods on very popular games and how they gave the game a new 'objective' or 'point' got me inspired to approach Tanks this way. Therefore, for this prototype, I want to combine 2 games together, taking assets from one type of game and bringing them into Tanks. More so, the games objective alters as well, now more about exploring the map and having different targets to destroy.

Blend In!

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Team: Vincent Gagnon

Description of game

In a versus experience, one player will become the hunter, the other: the prey. The prey has the ability to swap form (mesh) to become another element in the already existing game level. The bigger the mesh, the faster he can move through the level. In contrast, the smaller the mesh, the slower the prey will move. The prey will need to Blend In its environment, analyze the other player’s patterns in order to get to your final goal, the door that only he sees. The hunter will need to move around, try to trick the other player so that he makes mistakes, and shoot him if he finally finds him.

The Forest

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Team: Vito Lapolla

Description of game

Explore the dark forest by collecting all the cubes scattered around. Follow your instincts cause the voice inside your head will tell you when you're getting warmer to your objectives. During your trek avoid being seen by other enemy tanks or they will come after you.

Untitled

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Team: Teagan

Description of game

This iteration of tanks was based on a prior game I made with processing in 2014. The short objective of the game (both this one and the initial project) is to take photos of cops committing unethical cop acts. In this iteration, cop tanks chase another tank, sirens blaring. The cop tanks will never go after the player and will only ever chase after a different tank. The player must take pictures of the cops tanks in order to interrupt this pursuit and neutralize them. Themes of unequal power dynamics and symbology of objects (semiotics) is considered in this game. The player feels small due to the tanks that are much bigger than the player and the uncertain and dark environment. The player has no body and are relegated to the role of bystander. The only way that they are able to assert their presence is by taking pictures of the tanks. Taking pictures is what projects the player into the space, and they become a part of the environment in this way.

*Note: in the final version the player will not be able to kill all the other tanks.

3D Object Bank / Procedural Gen.

Screenshot of game

Team: Timothy Thomasson

Description of game

For this prototype I am working on displaying procedurally generated / randomized environments. I will create a large bank of free assets from the Unity store and sites like turbo squid. No objects are off limits -- characters, props etc. Initially I liked the idea of creating these room scenes that get generated and the camera pans to view each one -- like peering into an infinitely large apartment building cut in half. However, I am thinking of transitioning this idea to an infinitely large desert landscape -- and random 3D objects from this bank get placed out of view as you move around the space. Hopefully will create strange imagery placing completely unrelated models together -- also brings into question the idea of usage and appropriation with regards to using peoples work from across the internet and combining it together in an out of context and non-conventional way.

Tanks In The City

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Build

! [] (https://drive.google.com/file/d/18ie3wJZ0Ilx5jAPmrztF9o44HOe-viGl/view)

Team: Fadel Ragheb

Description of game

For my prototype, I decided to completely change the setting of the game, from the desert, to a city. This change an aesthetic gives a more "military" vibe to the game, because they'll have to be careful when damaging property on the map, and also attempt to either defeat each other with minimal damage of the city and folks, or defeat an enemy together (In the case of this prototype, giant legos)! (movie style!). This is still the tank game at its core, but changing the dynamics and setting of where the player is and what they must do completely feels different.

Zen & Physics

Screenshot of game

Team: Sam Bourgault

Description of game

This is a digital version of a dry landscape / zen garden using the destructive assets from the previous TANKS! game. There is rain and wind moving your garden around, so you have to redo it, over and over again. This is a meditating TANKS! game.

Screenshot of game

Team: Sam Bourgault

Description of game

The rules and the physics in games feel arbitrary since it depends only on the developer’s will. The TANKS! game follows the conventional laws of the world in which it was built in. This one we are in right now. In this version of TANKS!, the UI is taking care of you and bring you to an experimental lab showing you how physics can be broken inside a game engine.

Not so Dangerous Rain

By: Dougy Hérard

Description of game

This project shows a rain of bullets falling on the Tanks and steadily covering the environment. Though this project isn't much developed, I aim to explore around this contrast between something calming as rain and something as deadly as bullets. It would be interesting to have the environment slowly crumble under the ceaseless downpour. Another thing I thought about was having the rain to throw splashes of blood everywhere, evoking the violence that is removed from such kid-friendly portrayal of war.

Out of Space

By: Pandora Alcorn

Description of game

In this prototype, explore space with WASD and change heights by using the left and right mouse buttons. Land on planets and explore their surfaces (currently only one planet has this capacity). In the final version, the tank will have a toxic effect on the planets, slowly destroying them as you wander, eventually removing each from the solar system.

Build

! [] (https://drive.google.com/file/d/11h2TMDPVC-oL_lHVUS4dZ3XY1poEnD4V/view?usp=sharing)

Out of Space

By: Laura Hirsh

Description of game

Prototype revision, earlier I realized one could clone the tank and create two separate tanks that operate under a singular control command. Based off the concept of "one in the same" I thought about dependencies between objects, this thought process lead me to think of the relationship between humans and bees/pollination and consumption of produce. Bees are responsible for the pollination of much of the produce in the supermarkets today, their decline in population directly effects the amount of produce we see on the shelves. In order for the produce to appear, the bee must pollinate the corresponding plant, but not without your help...

Build

! [] (Coming Soon!)

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