AGT Update and game design changes.

Small updates for the past week, due to a couple of long documentations needed to be done and handed in for the last week. Updates concerning AGT portfolio work; whilst not having done much code wise, there are new resources add to the game, which is what I’ve been doing more lately for the game itself. For these changes you can read from any of the following logs:

https://agtengine.bountysource.com/development/log

http://svn.bountysource.com/agtengine/trunk/log_change.txt

As far as the game is going in AGT is concerned here are a couple of screenshots of the new scenes in the game:

Scene 1 Shot

Arena Scene

If you can figure out somehow from the image I’m designing a simple action-adventure game prototype with at least 2 scenes. The first of these scenes (the first screenshot) will have the player character talking to various NPC’s in the area. Now the image doesn’t show this but eventually it will be populated. There is a main quest within the area that will lead to the second screenshot scene, again not populated as of yet. This area is the arena where the player must take on numerous rounds and defeat the enemy or enemies. All of these have been modified by adding components, simple as that.

What the arena is, is to allow the player take on as many enemies and gain ranks up the leader board. If you have played ElderScrolls: Oblivion then there’s a similarity in this prototype. One of the enemies in this arena, which you’ve already seen alot of, are the putties, and will be found in the initial rounds of the arena. There will be a case where you won’t be just fighting one putty but more than 3 at a time.

So that’s what will be done during the coming weeks and eventually with more posts on these updates.

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Ron

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