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- Audio (19)
- Characters (3)
- From Kim (1)
- Inside Voice Alert (55)
- Level Design (27)
- Pictures (4)
- Post Mortem (6)
- Programming (5)
- Term 1 (202)
- Testing (21)
- UI (25)
- Weapons (24)
Friday, April 30, 2010
Thursday, April 29, 2010
Work over Break
Today I met with Paul and we were discussing the game interface and how to get it working.
The acorns are working but the health bar isn't. The two options we came up with are:
1. We can have the health bar grow with the armor up grades. This will increase the life bar on screen. The health bar will appear to be half full from the start, but as the player get armor upgrades the life bar would grow to full. The character health would start at 125%. Each upgrade will give the character a 25% health boost until they reach the max of 200% health with the Military Suit upgrade.
2. The other idea is to keep the health at 100% overall and the armor upgrades will reduce the damage that Trevor takes. The health bar will start at full and go down with each damage taken, but the armor upgrade will reduce the points of the damage.
Paul says he has a way to perform both. We as a team need to decide which method we like best, then play test it.
That's all for now and see you all on Tue,
Phil
Wednesday, April 28, 2010
Thursday, April 22, 2010
Jordan's Postmortem
As for me, I feel like I was doing a pretty good job up until the past few weeks. I sincerely and painfully apologize for allowing myself to slip out of touch and get caught up in things that aren't nearly as important as the things I know that our team can accomplish. Things that aren't as important as our futures as individuals. I know that we might not all be fond of each other's methods or ideas, but I feel that we treat each other with respect and brotherhood. Few teams in our school, if any, can be compared to ours. I am very proud of the work our team has produced, and am honestly surprised by our digital prototype. Hats off to Paul and Todd for making sure that we had something to show for all of our raw sketches and paper work.
I shouldn't have let my team down like that. I never had intentions of doing so. In order to redeem myself and to show that I do care about our project, I have already constructed my own list of things to do over the break aside from the Animation work I was assigned. I want to produce a nice "Promo" style illustration depicting a dramatic scene that might take place in our game, and I also wanted to bust out some possible logos or "box" art. Anything to make our game even more compelling and appealing by the time Interfaces rolls around.
I know that many of you supported me even though I didn't really deserve it. I promise that I will make it up to you all by pouring my blood into the Animation work, especially since I've had some education in traditional animation. I look forward to Interfaces coming up and being able to make our school and our Department especially proud. Let's do this!
P.S. Hats off to Perry for coming up with that sweet ass concept for an axe. Though I still think it would be hilarious if the hammer was a cigarette butt with a stone tied to the end of it... : D
Perry's Post Mortem
Listening to others has been something that I'm becoming better at it's taken some time getting to know everyone in the group. Building the trust into others will have to be very important for us to move towards our main goal of presenting at interfaces.
Overall I'm very proud all 10 of us were here to show the newbies what hard work we've put into the 10 weeks. Let's continue to trust one another to accomplish the ultimate goal of creating a finished product.
Trevor's postmortem among other things
Necronomicon Post Mortem
During the process of our development there were so many things that went well for our group. We managed to get a digital prototype just a little ahead of schedule, just a little. We also had many great ideas that we constantly tested to make sure would work within our game. We also had strong leads to help guide us and keep us on track so we should thank shark bait, er, I mean Trevor for keeping us on track.
Now not everything will always go the way we want it to. There were two things I think that held us back overall, communication and egos. First of all, each and everyone of us came into the class with an ego of some sort. Because of this, a chain of events began in which some of us were not really communicating with each other. For instance I held back the level design team on the days I was absence due to either car issues or work issues preventing me from coming in. Those days, I didn't really communicate with my sub-team members in any way shape or form. Lastly I think that in the initial blue sky/brainstorming sessions I was too focused on the big picture and came up with ideas that just were not possible within our time constraints or know how.
Now if I did get a chance to go back and redo things, I would most certainly step up my communications skills and probably reduce my scope on the initial assignments for the course as our (Perry, Todd, and I) demolition derby like game had a scope that was out of our capabilities. Overall, I enjoyed working with the team in general. We were able to kick out the work that needed to be done and do a little growing up in the process.
------
Now just for reiterations sake, and Trevor's sake, I have received my tasks that need to be completed during the break. It's not all on my shoulders though, it's more for the level design team in general. There are three goals that Max and I have to accomplish. I'd include Jacob in this but I know that he's going to be out of country getting married. But what we have to do are the following:
1. Create a table detailing various stats such as Player HP, Player Defense, attack speed, attack strength. Also we need to include stats for the enemy and the differences between their stats and the four different states the player's actual rank is (Nerd, Scholar, etc) as well as weapon stats them selves. Needless to say there will be a lot of charts. If I recall correctly Kim recommended Max for this role as Max is "a stats person".
2. We also need to list out the mechanics for the player as well as the systems. For those who forgot, mechanics is the player action (run, jump, etc.). The system is how the player goes about performing said action such as pressing the A or D keys to move left or right.
3. Lastly we also need to fix the platforms sizes to help improve the players ability to navigate the environment such as widening one platform.
I plan to meet up with Max hopefully during the break to work on this. But in order for that to even happen I need to get his address for this meet up. I'm going to throw this out there, but everyone is welcome to meet up during this (pending Max's approval as it's his folk's home).
So till next time guys, same Bat Time Same Bat Classroom! oh and CONGRATULATIONS JACOB!!!!!!
Jacob Boura's Postmortem
For team project 1 we have been creating an action platformer in which the player controls a squirrel that has to fight in the national squirrel army against opposing factions to collect nuts and take control of the yard. The process was long and hard with many changes along the way, but in the end, I feel we have a nice solid idea that will evolve into a fun game quite easily.
What went right?
I think our group had good leadership and hardworking individuals that helped push the group along. People stepped up to get things accomplished when they needed to, and Lionell especially worked his butt off to keep the art team up to date with their milestones.
In general I feel that Team Inside Voice worked very well together, and though we might butt heads occasionally, we all found a way to compromise to reach our goal.
In my opinion, the digital prototype came along much faster than I expected it to.
I was a little worried when I first started drawing out thumbs for the environment. I was worried that my trees would look terrible, and I would have no art even close to what was needed for our project. Through the motivation of the team, and especially Max, I found some styles that worked, and refined my skills to be able to draw out our trees.
What went wrong?
There were some occasional misunderstandings between people, our original presentations were weak. Though we did come a long way since, I do feel that we don’t know exactly what all is needed for our document, for our documentation, for our process books etc. I think a breakdown of each area is in need, and luckily, we are doing one during the first week of next term.
What would I do differently?
I left my role up in the air because I was trying to do what was needed, what I wanted, and in the end I started late and didn’t know where to go from there... I was lost for a while and worked super hard to try to catch up when my role was finally defined. I have a problem letting other people take over for something that I think I should be doing, and its soooo hard for me to actually let go, but I must.
Wrap it up?
All in all I think we accomplished a lot, AND all of us grew a bit throughout this process. We still have a long way to go, but our progress already makes me excited and confident that the future will be bright.
paul Postmortem
Well, that was a great and fun-filled term. We had some great ideas go around, we refined things to great extreme, and I did some programming. What I felt went right included things like seamless integration of the previous platform base, and various upgrades were successfully implemented.
What had gone wrong on my end was that I felt that we had not fully planned on how we were going to approach various gameplay aspects. For instance, I had to take some liberties with the player characters movement speed and jump height. But also this made me hesitant in moving forward so I wound up not doing anything about enemies and implementing the store design.
Overall, I feel we got a great start to our game, and I can’t wait to get this project finished!
Lionell_Post Mortem
As for the team aspects of this class, i believe that giving me all of Jordon's work was a little horrible. Because of this my brain was shot and for the first time every I was racing against the clock. Also, Paul and Todd's relationship was a bit one sided. Todd couldn't get any word in and his code wasn't shown in the presentation. Todd did get the butt end of the stick. Jake and Trevor was over worked and basically did the entire design doc by themselves. This was a one sided team; the LOUD vs the quiet.
milestone April 22, 2010
What went right? My user interface code work well Paul was able to read my code and add it to his code for the game. This was a great learning experience for me, to use in the future.
The team is a great team of members to work with. We did not see things the same. But we learn to work together and correct things in our game document. I enjoy working with everyone on this team and looking forward to working with them in term two.
Phil's U.I. Post Mortem
What went right?
I'm glad that I found a position that I could contribute to the team. There aren't many jobs I'm good at so finding a fit was great. I'm also glad that I just had storyboarding with Chris Fick, that really prepared me for the thumbnails and sketching. I'm still not a great artist, but I did try my best.
What went wrong?
I'm very analytical, so it was hard for me to blue sky and create thumbnail ideas. From my military background I was taught to plan ahead, use logic and be tactical. To let go and throw logic out the window is not easy for me, especially after the military drilled it into me. Also my work schedule isn't easy either. Fifty hours a week with an hour drive each way does wear on me.
Overall,
I'm happy with our progress. I think for the most part we are getting along rather well. (Better than I expected, I will admit.) I know I need to improve on staying on task with my milestones. The brainstorming ideas and concept drawing is not my strong point. I will try to improve on that.
Also thanks to everyone for understanding about my back. And a special thanks to Trevor for helping me out with carrying my stuff. I owe you one buddy.
Thanks again,
Phil
Phil's Update 4/22
Sorry I can't stay for the Green Light. Good Luck I hope we nail it.
Anything comes up text me.
Phil
Tuesday, April 20, 2010
The pitch and presentation
final week, first term.
Final week by Perry
Monday, April 19, 2010
A Quick Change to the Design Doc...
Saturday, April 17, 2010
As things stand
We still get to get a real main character and the weapons in the game. I am not sure if we will be able to get the shop working in the game or not. I am working on the design document so if you need to get a hold of it, please let me know. Otherwise create a web document or word document with your update portion up on box.net in the design document folder. I am not sure where to find the story for our game, so whoever has it, please upload it to box.net so I can add it to the game.
There will be a 4:00pm meeting on Tuesday so we can all get together and get the rest of the stuff I have mentioned, or may not have mentioned, in to our game. I would also like to go over the design document as a group, create a power point for Thursday, and possibly practice it.
That is all for now. Let me know if you have any questions about anything.
Saturday Morning Update
I have given the Flash files to Trevor. The files are for the HUD, Shop, and Ending Screens.
All other info is on box.net.
Ill be working till 11pm. Call if you need anything or have questions.
I'll be here after 6pm on Monday as well.
Later,
Phil
This early Saturday morning
Friday, April 16, 2010
To the Artist_lionell
EVERY THING MUST BE SCANNED IN; NO ORIGINAL WORK, MUST BE DIGITIZED!!!
Saturday is VERY IMPORTANT_lionell
Level Assets
One aspect that I think we forgot to mention to Kim durring the critique was that of the AI. The stationary guards. That one aspect alone might make the level take longer and add difficulty. I think we (Max, Lance and I) need to decide where and how many of the guards there will be.
Other decisions we made durring class were... Weapon/armor swapping AS OF NOW will only happen at the "shack"... no swapping on the fly.
Phil and I talked over a few ideas on how to test the in game HUD.
Saturday I'll have much more to 'blog' about after our work session
the correct user interface flash cs3 file
I check it this morning and discover, it was the wrong file. The correct file got the comments on ever line. The braces got their own line. I was rushing to get the file in Kim drop box. I am glad Kim did not open it during class wow.
Thursday, April 15, 2010
My new goal by Perry
Week 9 update
I'm working on the suggested changes from today's critic. I have asked Lionell to create a game logo for us to use so that we are uniformed across the board.
I'm doing the sketch sheet mock up to scan into Photoshop on sat and then I still have to set up testing for the interface.
I need feedback to know what you guys think about the in-game HUD.
See you all sat,
Phil
Just another update
The first issue is that certain resources respawn when they typically shouldn't. The item that is having this issue is the golden nut. There is supposed to be a limited amount of golden nuts for the player to collect in order to gain access to the special cannon. The other issue is that the level doesn't necessarily guide the player the way WE want them to go. For instance the player doesn't necessarily have to ascend to the top of the map if they don't feel like it. The only downside of that is that the player may get bored because they aren't realizing where they are supposed to go. That goes entirely against what we want for the players.
Lastly, while our level is good for our digital prototype, it requires some kind of enhancement to make it more akin to a regular level and a tutorial level. A typical tutorial level isn't really the same length as our current level and needs to be shortened. If we are to turn it to a full level we need to add an extra area as the current build is too short.
For the next term, the level design team seems to be agreeing to a full sized level versus the tutorial. But overall we have just a few minor modifications to make to the digital prototype level to help balance it better and we should be ready for the final presentation this term.
new scope file
The goal for the Scope is for the next Term.
Design Doc update
U.I. Alert
I have uploaded my sketches to look at.
Take a look at them to see what you think.
phil
Wednesday, April 14, 2010
not much left
made changes to the user interface file
The screen is bigger 800x600 I use one button for the function with differentnames.
I comment every line and each brace has it own line to make the coode readable.
Their is one othe thing paul ask me to do in my code. I am not able to to do it this term because eveything is due on Thursday. The Swift file is posted on box.net. I will try to load the flash file, it may load because of it's size.
Tuesday, April 13, 2010
Gameplan
U.I. - Loading, Main Menu, In-game, and Ending
Level Block-in
Characters
Weapons
This is everything that we will be putting in the game. Now I know that every single weapon and character cannot all be put in before the final, but at least one weapon and character should be in on Saturday.
Everyone must come Saturday to put in their portion of the game. Now some of you have classes on Saturday, so go to those classes. DO NOT SKIP THEM. However, if you are not in any class, have prior commitment, or work, please be here so we can get our game ready for next Thursday. My plan is to have one computer where everyone can take their part and put it in the final build for this term. If you cannot make it Saturday, please let me know ASAP. Also make sure that you put in your portion of our game on Box.net. It is vital to everyone that we have access to your files if you are unable to be here.
I would also like to remind everyone that has a portion of the design document that needs to be updated to have it done by the end of class on Tuesday 4/20/10. Anything not updated will not be changed in the design document.
As for the presentation on Thursday, 4/22/10, Jacob, Lionell, and myself (Trevor) will be the only ones speaking during the presentation. If you would like to speak, or do not want to speak, please let me know.
Everything I have posted here is what we talked about today, 4/13/10. If you need more info, please let me know. Everyone has access to the contact information on box.net so use that to get a hold of me. That is all for now.
update working user interface files.
Sunday, April 11, 2010
user interface test 2
Saturday, April 10, 2010
Thursday, April 8, 2010
Status update
April 8th Blog by Perry
Change of Pace... or something...
Jordan and I split up the environment assets because we ended up with more then I counted on. The level assets are on box.net under the "everyone read" document.
user interface code
When the user interface test code is finish I will post the file for the team to view on box.net. The code is base on the pseudocode I have written and post on box.net.
Jophilli's Status Update
I will post up the thumbnails sometime this weekend along with the more detailed sketches. I will try to get Finalized drawings done by Tuesday.
I am also working on concepts for some of the other backdrop assets such as a swingset, trash bins, lamp posts, etc.
I will post my work throughout the weekend into the Artist folder on Box.net.
I for got_Lionell
Digital Prototype Level 1 storyboard version 8-bit!
Max, Jacob, and I have also determined some of the player specs. In the photoshop file we have determined that the character will be 3 units tall and 2 units wide. The player will also be able to jump 3 units high and five units far. This current version is really about object placement. The next version to be uploaded will be greyscaled with color lines and symbols to indicate player paths. Now, BEHOLD!!!!! The greatness of this 8-bit style level.
Characters For Hire_Lionell
Week 8 Update
The u.i. thumbnails are tougher than I thought. I'm still completing them and then I will move on to the sketches and comps.
I will post the work when I am finished.
If you guys would like to see what I have or for ideas let me know.
UI thumbnails
Version 1 Level Design Storyboard
Level flowchart/story board
This would be done showing a line with different symbols representing actions for instance a spark could signify where a player would be able to land while the line attached is the player movement and the jump height being represented by said line. Other objects could be represented by other symbols or letters as well. If you still don't quite understand what I'm trying to say check out this image from VGmaps.com
The following image is from Super Mario Bros. 2 J (or SMB The Lost Levels) world 3-4. It's one of those maze castles where you have to take a specific path to reach the end. The bigger image is the overall level layout while the lower image shows the player path to success.
Here's a direct link for a better image: http://www.vgmaps.com/Atlas/NES/SuperMarioBros2(J)-World3-Area4.png
Wednesday, April 7, 2010
programming revelation
I got ideas on how this would work, but I would need to talk to all parties involved on Thursday.
Pseudocode user interface
The objective screen after tutorials help. Was not define. I know what the objective for the game is. I don't know the user interface objective. When it is clear to me I will make the change.
Email Issues And What Not!
One thing I was wondering is if there was a flow chart or anything yet for the levels?
Tuesday, April 6, 2010
Week 8
user interface code
Week 8 Blog by Perry
Milestones and Revisions
Monday, April 5, 2010
new prototype update
Saturday, April 3, 2010
Thumbnails Saturday
The wonderful world of flow charts
Friday, April 2, 2010
first working prototype is up
WASD movement
the built-in flash player box.net has seems to be messing with the "scrollWithPlayer" function though...
EDIT: added resources, I am just getting a little ahead since I don't plan on doing anything on Easter Sunday.
NEW PROTOTYPE:
http://www.box.net/shared/g8frmhb085
UPDATES POSTED
I changed the "updates doc" to reflect the changes we made in class last night. I also posted a comment that should hopefully explain where we are with our "story".
Things That Need to be Finalized!.webdoc
YAY FOR RESEARCH!
new WarNutz game flowchart
Thursday, April 1, 2010
Week 7 Update
Trevor and I have made a milestone list of the u.i. We are currently doing the thumbnails for the menus. Also Trevor is revising the flowchart for the menus.
Overall, I think we got a lot nailed down. Now it's time to start to make it all work together.
Week 7 blog by Perry
WarNutz game flowchart
U.I. update
I just uploaded a sample of the flowchart for the u.i. for the game.
I know the lines are a little confusing, so I will redo them with numbers to correspond to the next screen.
Mood Board update
http://www.box.net/shared/mrh01lndvv
I thank thats linked correctly