Prototypes

Our team consists of avid gamers and their fertile imaginations provide us with more ideas than we could ever manage to forge into working games. Some ideas are so inspired that the team creates a prototype in order to see how the idea could work before committing resources to the production of the game.

All of our games started out as a prototype. Prototypes are a useful tool because they are made quickly, without much time being spent on artwork or polish. They serve as a proof of concept, an experiment of an idea or they could simply be a place where we can explore new technologies or techniques.

We’ve listed some prototypes below. These are working examples of some of the game ideas that are floating around in our heads at the moment. We realise that some of these prototypes are quite vague so please feel free to contact us should you have any questions or comments.

Shield effect test

September 6th, 2011

Instructions

  • Click to spawn a shield.

Mech Weapon Effects

June 24th, 2011

We were asked to put together some weapon effects prototype for a Mech based action game. The effects were limited to particle, line and trail renderers. The Mech asset was provided by the client.


Controls

  • Aim with the mouse
  • LMB to fire
  • Mouse scroll wheel, or 1-4 to change weapons
  • R to reset level

Assault Refit

December 28th, 2010

This is a very simple experiment in skid steering or differential steering as seen in most tracked vehicles. This method of steering allows a vehicle turn about its vertical axis by stopping or reversing one track or set of wheels.


Controls
Both W,A,S,D and the Arrow keys are used in combination to move the rover.

  • W and Up to move forward, S and Down to move backward.
  • W and Down or S and Up to turn on the spot.
  • A and Left or D and Right to strafe.

SpaceFlea

September 29th, 2010

SpaceFlea is a perspective based puzzle platformer. The player does not have direct control over the flea’s movement, instead the layout of the level is dependant on the players point of view. This creates interesting opportunities for mind bending platforming action. Rest assured that each level has a solution.


Controls

  • Move the mouse to control the camera.
  • LMB show laser pointer
  • RMB launch flea
  • r to reset
  • [, ] to change levels

del

August 24th, 2010

del takes place in sectors of a hard disk drive. The player is in control of a command prompt and is responsible for deleting blocks of redundant data and eradicating viruses. Two powerful tools are available to the player, a delete tool and a tug. The tug serves as a method of recovering clusters of data blocks by dragging them back to the recycle bin, while the delete tool is used to destroy the links between the data blocks.


Controls

  • Use the mouse cursor to aim
  • W, A, S, D or arrow keys to move
  • LMB delete tool
  • RMB deploy tug

Zombie Town

July 14th, 2010

Zombie Town started off as a technology experiment. We wanted to create an area where we could learn interesting Unity technologies and try out a few tricks and techniques of our own. There isn’t much to the game as yet, but we have lots planned for it.


Controls

  • W, A, S, D moves the character
  • LMB fires primary weapon
  • 1, 2, 3 / mouse wheel changes primary weapon
  • R Reloads current weapon

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