Showing posts with label _LaserLockdown. Show all posts
Showing posts with label _LaserLockdown. Show all posts

Wednesday, April 14, 2010

Laser Lockdown Project Update

The vision of Laser Lockdown was to create a laser tag simulation in the UDK. I'm proud to say that we're most of the way there.




As you can see from the screenshots, Andrew put together a new model for the laser gun that looks sweet. The screenshots were taken in the old level from the mid-semester expo; Michael and Andrew have both been working hard on getting a new one put together. It's looking great so far; it'll be done in time for the end-of-semester expo in two weeks.

The game mechanics have been implemented for the most part. Most laser tag games "stun" a person when they've been shot for a few seconds; this is one of the mechanics that we've added to Laser Lockdown. This stun time gives the player a chance to react to being shot and also discourages focusing on one target alone. We're also working on the scoring system which will decrease the points per tag when the same target is hit in succession.

If you're going to be in Charlottesville in the next few weeks, make sure to come out to the end of semester expo! It'll be your only chance to play a Wiimote version (with headtracking) version of Laser Lockdown!

Wednesday, February 3, 2010

Project Pitch: Laser Lockdown

Continuing a project started last semester, Laser Lockdown is a 3D multiplayer game of laser tag. The development team from last semester, led by Chris Dodge, is still largely intact. Scrapping the Ox Engine, the project now leverages the Unreal engine and will still implement a WiiMote motion control scheme.



Click here to view the original project pitch for Laser Lockdown.

Saturday, September 26, 2009

Laser Lockdown Engine Demo

The Laser Lockdown team has done some groundwork towards exploring the basic capabilities of the Ox Engine. Below is a video of a very simple level that the design team put together. I've also added a script to one of the models. While this isn't anything earthshattering, the impressive thing here is that we're integrating content between the design team and the programming team in the first week of development, which has never been done before in the club as far as I know.



Saturday, September 5, 2009

Project Pitch: Laser Lockdown

The second of several projects the Student Game Developers will pursue this semester, Laser Lockdown is a player-vs-player first-person shooter centered around a game of laser tag. Unique to this project is the use of Nintendo's Wiimote to create a head-tracking control scheme.

The project is to be completed over the course of two semesters using the Ox Engine in the XNA platform. At least three and up to seven positions are available, including Wiimote specialists, 3D artists, gameplay designers / programmers, and audio specialists. Laser Lockdown is directed by fourth-year CS major Chris Dodge.

Click here to download the Powerpoint presentation for Laser Lockdown.
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