Remote Shepherd is the capstone project for Long Shot Games, a group of five graduate students in RIT's Game Design and Development masters program. The game allows the player to step into the shoes of a group of vigilantes who have decided to put their skills gained as Marine Scout Snipers to use in cleaning their city of criminal organizations. This blog will track both the ongoing design and development of the project.

Saturday, March 26, 2011

Game Modes / HUDs

This past week we established two play modes for our game, Shooter and Scout. The Shooter mode is the original mechanic of the game where the player uses a rifle and a scope to locate their target and kill them for lethal conclusions. Below is the first version of the HUD for this game mode. In the center is what the sniper sees looking through the scope of their rifle. Around the scope the player can see their current setting for the scope's magnification, elevation adjustment, windage adjustment and a compass to show where they are facing. Then in each corner of the screen there is a designated area for each of the snipers (Alpha, Foxtrot and Whiskey) and the police detective (Delta) to talk.
Shooter Mode

The new game mode is Scout where the player uses a directional mic attached to a high power camera. The player will use the mic as another method of locating their target and the camera to gather evidence for non-lethal conclusions. In this mode dialogue picked up by the mic is displayed in radio bubbles around in the blacked area of the HUD. Due to how the dialogue is displayed, we removed everything but the compass form the Shooter mode HUD.
Scout Mode

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