IOH Prototype Plans

My plan for this game at this point was primarily to create a fast paced third person shooter with platform elements. I really wanted the player to have to keep moving forward. In addition I planned to include a system where the player’s energy bar was also their health, tying health and ammo to the same resource. In the prototype, there is a second purple bar that governs shot charge as I had not yet decided how to integrate that into the main health and ammo bar. In addition, crouching restores the player’s main blue bar.

Prototype: IOH

This video contains the first prototype build of my game, which I am currently calling IOH. This third person shooter build includes hitscan firing, which depletes the player’s blue bar. Crouching disables firing but shields the player and restores their blue bar. Holding the fire button charges your shot, and if the purple bar fills you can fire off a larger shot. Targets are present that flash when damaged and disappear after being hit three times.

This project uses Epic Games’ Infinity Blade Effects Pack, and the FPS Weapons pack by Deadghost Interactive. The character model was created in Maya using Quad Drawing and animated using Mixamo. The particle effects are applied in a variety of ways, including muzzle flashes and hit effects.

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