This is the greybox of the hangar bay this area is going to be preatty important for the gameplay because from here you will able to reach the main generator room and reboot it (one of the main objective in the game)
The area will be devided in 2 floor the player will arrive from the ground floor and he will get the choice to go inside the landing area or going at the tower control (first floor)
Here in the tower control the player will be able to use a broke window (small one) to float a little bit in space before reaching the main generator room, there will be also some possible puzzles on the terminals that are going to be located underneath the big windows to get access to something else…
The last part of this area is the landing area here is where ships would usually land to deliver the cargo containers with the supplies for the station this area doesn’t have a lot of gameplay the only “playble” part is going to be the puzzles on the second floor and the fact that you have to go through the broken window to reach the generator which is an important part for the story.
Category: Pre-production
Storage_area
This part of the ship is going to be the storage area were all the containers will be stored, we were think of using this area to hide some secrets and or something important for gameplay.
I decided to put the containers in a messy way in this greybox because i wanted to give the felling that this is an area where a lot of people go often therefor it doesn’t need to be the most tidy place in the ship.
The storage area was suppost to be run by the robots but here the robot are just for decoration and we don’t even know if we will keep them.
From this gate the player will be able to access the hangar area of the ship I decided of putting the hangar near the storage because it make more sense in a visual way and in a logical way, I say that because the two areas have similar room design and they call each other style also it make sense in a logical way because after a ship with containers full of cargo land the robot can move the container in the storage area directly.
Synopsis
Terminal 404 is a space station puzzle game. You’ll hack on-board systems, defend yourself from weaponised turrets, fix the super generators for the ship’s mainframe and save the station from being vaporised. Hold onto to your life in the endless vacuum of space. Can you find hidden canisters of oxygen, discover the ship’s secrets, survive, and complete your critical mission?
Oxygen system and level layout and gameplay
We did a small meeting to decide how the oxygen system was suppost to work and after that we came out with this.

This is a picture show a general idea of how it’s going to work.

We started by looking at how the oxygen is going to depleat, we are going to use a timer so the oxygen is going to depleat overtime until it reach zero and you die.
In the game your are going to start with very little oxygen but when you equip the space suit the oxygen bar fill to 100% and the game will start, we decided to do like that to add a little bit of adrenaline rush while the player try to get to the space suit before he pass out.

Then we looked at other possible way to loose oxygen one of it for the moment is when the turrets of the space station shoot at you, the player is going ot loose oxygen because the turrets will create hole in the suit and the oxygen will come out of this holes.

We are going to show the oxygen levels on the HUD it also going to be percentages that help you to see where is the current oxygen level I was thing of putting it at 25, 50, 75, 100%.

There will be also a way to refill your oxygen tank by using oxygen canisters you will find around the station, the air canister will need to be collected for the player to survive and keep going with the game.

After finishing talking about the oxygen system we talked about how the map is going to laydown in the game and how the game is going to play.


Those are the 4 main objective in the game for finishing the game you as the player will have to complete all of those to win the actual game.

This is a more ditailed picture of the map of the game we putted numbers in where the objective of the game that will help us understand better and remeber where everything need to be in the map.

At the end we decided how many level were going to be in the game we decided to have only one level but we will be able turn on or off the gravity for different part of the story we did it like this to simplify whiele we will have to model everything for the game.
The ship lobby

This is going to be the door that lead to the player’s living quarters, I decide to put numbers on this doors and the other doors to show the player that he is not part of the only crew on board of the station.


The corridors that bring the player from the living quarters to the hub will have an airlock before entering the Hub that is going to be something more in the game but that also they thing we are going to use to divide the different levels of the game


This is the Hub situated around the center of the ship and it’s going to connect all the different section of the ships, in the normal life in the station this area is used to hang up with the other passengers and enjoy the life on board.
I decided to change the shape from hexagonal to circular because it gives a better feeling and create harmony.
And I also made a second floor so all the corridors are not going to be on one floor
Project proposal
Rationale
During last year I acquired skills that in my opinion are going to help me in this year project, the skills that I fell more confident in our coding and map design and the skills that I’m looking for to improve our modeling with 3DSMAX and I know all these skills are going to help me with my future career.
The course helped me a lot by developing the skills that need to create a game, now I feel more confident than when I started the course. I am really interested mainly in modelling because I like the fact that with enough knowledge I can be able to create anything that comes from my imagination and that fascinates me, but also because modeling is one of the first things that you see in a game or a trailer and that created interest in a game or keep them coming back to enjoy the game.
In my future, I would really like to be a prop modeler because I really like to shape the in-game world to create a really immersive experience for players.
Project Concept
My group project is going to be a problem-solving game in a dystopian space station, and you have to survive in the meanwhile you are traveling to reach the control room.
The player will wake up from his cryo pod at the beginning of the game, after that, he will discover that the space station has been hacked and some parts of the station are inaccessible, after that the player will need to solve some problem to get access to a certain area.
We got the ideas from the film Aliens but also from the movie Passenger where the ship broke down.
In the game I’m going to make the exterior part of the space station and the HUD and for make these things I will use 3DSMAX for the modeling of the exterior because I think it’s the best program but also because will be making the modeling I will make practice and improve my skills in 3DS, for the HUD I’m thinking about using photoshop.
But before starting everything I’m going to watch a lot of tutorials and practice my 3DSMAX skills so I will also be able to help my team in a better way through our game project.
Evaluation
Most of the development is going to be shared on WordPress all the changes, improvement, update and decisions are going to be documented on our blog but we will also use other sites such as SurveyMonkey for creating a survey and asking other person opinions about our game while we are developing it.
I will also use Facebook to share some ideas of concept art and listen to comment and ask suggestion, I think that the fact about working in a team can create advantage but also so little disadvantage at the same time for example is going to be easier for everybody because every person have a different part of the project but also little disadvantage such as not be able to make something without asking what the other members think about or how to make it look like because everyone should be happy about it.
More Greyboxing
Today I started to create the Greybox of the cryo room which is the place where the player will wake up when the game start, the cryo room is situated under the living quarter and it function as a place where the crew can be put in cryosleep but also as a medical bay where the astronauts can help each others out if someone is injured.
I made the decision of putting the medical bay in the same room of the cryo chambers because if the cryo chambers have some problems and one of the members of the crew need an operation they rest of the crew doesn’t need to move him a lot and they will have the tools for everything they need already there.
So after deciding what to do I started by looking at some design for the cryo chambers I started by looking at some circular shape for the section where the person is “stored” but that I didn’t like much how they were looking so I adopted a more sharp design, and I decided with my team that was a better design also because it call back to the corridors and shape of the rooms and the different object.
For the hospital bed I went for a dentist chair design that could also become a normal straight surface where you can make someone lay down.
After all of that I decide to make a little corridor that would connect the living quarter with the cryo room I used this section also to showcase that with a pretty cool technique you can show some “raw” part of the ships like cable, pipes and little mechanisms but without making the player walk right on top of them, I used add and subtract to make that effect but in the final product we are going to use texture to create the ideas of hole in the floor, this have 2 good application : the floor is not going to be irregular because the player is walking on a solid and homogeneous surface and not on pipes and cable of different dimension and shape and the second good use of the texture is that is not going to make the game lag as the geometry because the game have less poligons so it will load quickly.
Themes
Concept ART
I started to put down on paper some ideas I got for the game, I began by thinking about the spawn where the player will “appear” when the game start, the spawn is on the first picture and it’s called Living Quarters (Level 0). I decided to make the character wake up from a cryo […]
Grey Boxing
This a prototype of what the space station could look like, these greyboxes were made by Aaron and they give a look at the communication area and the storage facility of a part of the station.