The First Month: A Prototype

So, one month into my Final Project at Full Sail University, and so much has happened.

For starters, the first thing we had to do was submit a high-concept pitch for a game. Here’s mine:

This was just a general feel for a game. Showing off what it could be at its core. Much to my delight, the instructors behind the Final Project courses decided it was good enough to be approved. Out of about 30 designs submitted by fellow students, mine was 1 of 9 to get approved! This itself was a great feeling, but then my team said that it was their top choice to work on!

So over the past month, that’s what we’ve been working on. Creating a prototype for The Depths of Space. It’s been a fairly stressful month, as expected, but we’ve managed to get a very solid build. The following video is a brief showcase of what the prototype can do.


EDIT: Sorry, but there is no sound coming from the game just yet. Also, because this is a prototype, all assets are just placeholders.



One-Month Prototype

As the title suggests, we had one month to take a Game Design Document from a group of students a few months ahead of us and make a prototype showcasing all of the major mechanics in the game. This included things like falling rocks that do damage, changing attributes to the player character by switching between states and charging enemies. For the most part, we were able to get everything up and running. The charging enemy AI was giving us (and our instructors) some problems, but we figured out a work-around. This being a prototype, it didn’t need to be perfect. It just needed to show that the mechanics were possible. The members of the group were myself, Carlos Medellin, Erik Midkiff, Andrew Montgomery, John Owen and Adam Sasso. Below is a video playthrough.


Here is a link to the Dropbox folder containing the install file