Y2k:Game Show is a retro sci-fi themed UT3 Mod created by students at DePaul University. This gametype offers a new perspective on the old game show theme by adding in a deadly twist. Fight other contestants in this 3rd person multiplayer dash for cash using your state of the art Tesla Beams by connecting to one another, creating simple and quick alliances to farther your goal of grabbing the most cash. Fight your way through unique and fast paced arenas, all with their own twists and surprises.
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Y2KGS-Kings Challenge is a king of the hill match. Player's battle one another to remain in the circle and gain cash. But act quickly as the hill continues to jump to new locations around the arena!
Kings Challenge was an attempt to pit players against one another in a new way. The king of the hill style works well as it gathers players together and forces them to team up or betray their friends to gain quick cash.
Y2K: GS-Orb Challenge is a battle around a massive orb made of the same energy that powers player's Tesla Beams. Are you quick enough to grab the cash and dodge the "pushers" around the deadly orb or will you just end up being another victim?
The first iteration of this arena had two levels and the orb sat suspended in the middle of the air between the two levels, but we found that this didn't complement the play style we were going for. Players had trouble fighting between the two levels as the central catwalk that wrapped around the floating energy ball cluttered the arena too much.
Problems also occurred as the Tesla Beams still didn't do a good job with collision detection if the players weren't on the same level, making connected players on different levels confused as their beams didn't always kill other players as they should. All in all, we opted to pull the core down and make a more flat area to fight on.
This is when the "pushers" were born. Players can fire at the orange targets around the exterior of the map. When they hit a target, the pusher below it flies forward into the core, pushing players into it as well. It's another risk vs. reward as players must decide to grab the cash near the center while trying to avoid the "pushers" and other players.
Y2K: GS-Lava Race is an over the top platformer race. Players dash across platforms battling and knocking one another into the liquid hot magma below. Only the fast survive in this race and your footing and speed is just as important as your aim!
Lava Race was one of my favorites to work on because it started off being much more simple then what it eventually turned into. I found that people didn't like dying from falling or from accidentally touching the lava for a split second, especially with the core mechanic of knocking opposing players around with the secondary fire.
In the end the lava's damage was nerf-ed so most people never would come close to dying from it. Then I also added in more platforms so it wasn't about trying to avoid falling but more about finding a good path you like.
Because of it's crazy twists and turns, a ton of possibilities are opened up to the player to take risks and find fun paths they like while backlash, if they fail their attempted jump, is toned down.
Y2KGS-Maze Race is a race in which players battle one another and navigate a small maze. During the course of the race, the maze walls will randomly switch every 4 to 10 seconds between one of the three different mazes. As players navigate one path, the maze will switch and walls will suddenly open or close forcing quick thinking and a unique fun gameplay challenge.
Y2KGS-Maze Race started off as a simple idea in which players would battle their way through the maze and race to the end. However, it quickly became apparent that players would learn the best ways to go and defeat the purpose of the maze. Thus this simple style of maze was created so that multiple versions could be set up, in this case, three different versions were created. During the course of the race, the walls randomly switch between the three versions.
This allowed for each time to be fairly different while still maintaining a maze feel and not creating much extra work. During play testing, players felt as if they should be able to jump over the low walls but were unable due to the blocking volumes set up to prevent this. A simple idea of raising the walls was thought of but we found that making the wall visuals higher would not be beneficial. The ability to see over everything is needed so players did not get lost or stuck for long.
Players can always see the exit but not exactly how to get there; it keeps the fast pace of the game going while not frustrating the player. A force field or similar device would be the perfect compromise, it would allow vision to the end but still convey to players that they cannot jump over the walls. Unfortunately, we were unable to create this visual effect that explained the blocking volumes in time and are left with invisible walls.
Level designer / Environmental artist
In my blog I discuss new techniques and tutorials.