Death By Owl ~ Danger. From. Above!
So we come to the final release of Death By Owl. But what is Death By Owl?
In DBO you play a tiny cricket alone in this giant forest. There's some other bugs around, and you compete for food. Life is normal, but look! In the sky! It's a giant bug eating nasty owl, and he's hungry. Luckily in this dark forest lit only by the moon and fireflies lies a poison mushroom. If you bait the owl and make him eat it you'll kill him. This assumes of course that he doesn't eat you first; so beware his shadow and cry - they are your only warning.
DBO was developed over 7 weeks as an IMGD4000 Level project by the Dev Team: Hammerspace Studios:
John Andrews - (Technical Developer) Chris Daley - (Artistic Developer) Kevin McManus - (Technical Developer) Jonathan Saunders - (Artistic Developer) Peter Worrest - (Technical Developer)
So enough but that what about the game?
Well it's available here for download.
And it's available online here.
Short Tutorial:
WASD - Move
Mouse - Camera Look
Space - Shove
Left Shift - Sprint
(Hosting/Connecting to Server is self explantory - note it uses the Unity MasterServer so lag/connection issues may occur.
Well then, we hope you enjoy playing DBO, and feel free to ask us about in the comments or dropping us an email. Remember - the owl's always out there.
Death by Owl
Monday, May 2, 2011
Death By Owl Final Update
Wednesday, April 27, 2011
Beta Release
Alright, so for this release we've added Multiplayer capabilities. There's still some bugs (heh, heh) but we should have those ironed out for next week.
Play the game here: http://users.wpi.edu/~jfandrews/beta/WebPlayer.html
Play the game here: http://users.wpi.edu/~jfandrews/beta/WebPlayer.html
Monday, April 11, 2011
Alpha Release
Well, here it is: http://users.wpi.edu/~kmcmanus/DeathByOwl/Alpha/WebPlayer.html
What we've done here is concentrated on the User Experience - the player can move about, dash with the Left Shift, and push other bugs around with Space. Additionally, Food has been added, and the AI Bugs have been refined.
What we've done here is concentrated on the User Experience - the player can move about, dash with the Left Shift, and push other bugs around with Space. Additionally, Food has been added, and the AI Bugs have been refined.
Level Designs!
Here's some potential level designs we've been working on:
And later today - the Death By Owl Alpha Release!
Monday, April 4, 2011
Pre Alpha Release
Well, here it is: http://users.wpi.edu/~kmcmanus/DeathByOwl/PreAlpha/WebPlayer.html
What's been done? The owl's state machine is up and running, with some states implemented. It Glides about, and swoops down at one of the bugs.
The bugs are there, and can occasionally be seen walking towards mushrooms. But that's not finished yet.
And finally, tiny fireflies flock about, lighting the terrain.
What's been done? The owl's state machine is up and running, with some states implemented. It Glides about, and swoops down at one of the bugs.
The bugs are there, and can occasionally be seen walking towards mushrooms. But that's not finished yet.
And finally, tiny fireflies flock about, lighting the terrain.
Thursday, March 24, 2011
Welcome
This is the development blog for our IMGD 4000 game "Death by Owl". We are a small team of students at Worcester Polytechnic Institute building, and designing this game using Unity. Stay tuned for more updates as the next 7 weeks progress.
Hammerspace Studios:
John Andrews - (Technical Developer) Chris Daley - (Artistic Developer) Kevin McManus - (Technical Developer) Jonathan Saunders - (Artistic Developer) Peter Worrest - (Technical Developer)
To view our game design doc -> [Link]
Some concept art:
Hammerspace Studios:
John Andrews - (Technical Developer) Chris Daley - (Artistic Developer) Kevin McManus - (Technical Developer) Jonathan Saunders - (Artistic Developer) Peter Worrest - (Technical Developer)
To view our game design doc -> [Link]
Some concept art:
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