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Friday, April 30, 2010

Thursday, April 29, 2010

Work over Break

Hello All,

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

Audio Document

I posted the Audio Document on box.net today for the team to view. For term two.

Wednesday, April 28, 2010

Thursday, April 22, 2010

Jordan's Postmortem

In terms of our team as a whole, I know that we have come quite far in the short amount of time that we've had together.

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

Our weapons for me was tough to get at first because it took some time getting the weapons looking cartoony. I had to develop my process creating the weapons very quickly but a huge problem actually getting them working without having way to much detail. I got backed up a bit but I never gave up with giving my all for getting the final model sheets with help from everyone in the group.

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

For the past ten weeks, our team of ten people have made an alpha prototype of our game. We have come a long way from the beginning, making iterations to our paper prototype, and then advancing in to thumbnails, sketches, and digitizing our paper prototype. We are only half way through the project as we have another ten weeks to go with it. Overall, we have a game about Squirrels fighting over objects in the back yard.

As with any project, thing will go our way, and other times will not. However since this is about my contributions to the project and not the whole team, I will discuss what went right and wrong for myself.

I will start with what went wrong on my end. Getting thumbnails and sketches for menus is not as easy as it sounds. There was a couple time where I found myself repeating thumbnails ideas. I also ran in to a problem with our User Interface flowchart. The flowchart that I had made up did not go down, but sideways. For readability, this was a bad layout. The word "final" also has a different meaning then what I had presented as a final Main Menu interface.

With wrongs, there is always rights. After revisiting the User Interface flowchart and actually making a "final" layout of the Main Menu and Loading Screen interfaces. Once that was completed, getting it in to flash was easy and making it work was also easy. The Loading screen and Main Menu interface came out they way I wanted it to look.

There is not much I would do differently. I had to redo a lot of the sketches and thumbnails due to being inexperienced in this area.

As far as everything else goes and the weeks ahead, I will be doing some work over the break. I have posted the pictures from tonight up on the gallery. If you cannot remember what your job is, it is up there. I will be working on flowcharting the store for our game as well as outlining the goals for the player to accomplish.

I am sorry if I over asked if everyone knew what they had assigned to them over the break. There have been a couple times where everyone was not on the same page. I just wanted to make sure that everyone is on the same page due to the fact that we are most likely not meeting over the break. Now if anyone is willing and able to meet over the break, we can arrange something to that nature.

If anyone needs any help with their parts or have any questions, you know where to reach us.

Necronomicon Post Mortem

So over the past ten weeks of our lives we all came together to make the love child that is known as Warnutz! An action-platformer in which the player needs to collect nuts to upgrade their character, and find the elusive golden nut to get the cannon. This cannon is then used to take down the opponent's tree base.

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

WARNUTZ!

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

Team Project was a hell of an experience; I would love to do this again. For me as an artist, the process of character design was fairly known already. I just needed do the work load and practice drawing the character a million times. Also being asked to draw specific parts of the squirrel's body. Like I said, It was a great experience for me as a concept artist and I can't wait for the second one.

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 wrong? The problem for me started with getting on the same page with Paul He and I talk and work it out together, Paul is a good man He built the game shell as the start. I built the working user interface code for the game. Paul stop me and said I need to comment every line and the braces need their own line. To make reading my code easy.

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

Hello all,

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

Hello all,

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

This Thursday marks the end of Team Project One, but there is still the second half of this class to go. On Thursday, we will be presenting a pitch presentation of our game to the new students. Let's be professional when we enter are be ready and gearing to go. Jacob, Lionell, and myself will be presenting. Everyone will be in a white dress shirt, tie, black pants, shoes, and socks. Let's put on a good show for the new students and show them what they will be doing when they are in Team Project.

On box.net is the current design document. The latest version is 9. I am still going to be working on it, but I encourage everyone to give it a look over, check grammar, spelling, fragments, and make sure the the tone of voice is the same. If you see any of those issues in the document, please use the "Errors in the design document" web document to note those errors.

Tomorrow (Wednesday) at 4:00pm, Lionell, Jacob, and myself will be meeting in the fishbowl room the right had side of the first floor (i believe room 151). The entire team is not required to go, but feel free to join us if you like.

However, there is a mandatory 4:00pm meeting on Thursday in 233 to make sure that everything is ready to present. By 5:15pm, I would like everything to be ready to present at 5:45pm. Anyone who is not presenting, I would like for them to critique Lionell, Jacob, and myself on our presentation so that we say "WE" and not "I".

final week, first term.

well, the prototype is as far as it can be taken until break. Anything else would be too late to start for Thursday; so all that is left on my end is documentation. Oh boy.

Final week by Perry

We've got some really good stuff to show for the Presentation on Thursday. It may not be in color yet but it's some pretty solid work. Our three speakers will practice before they give the newer gamers our ideas for our game. The new gamers will see the ultimate prize for staying in school and finishing their degrees. Few will reach it here and the hard working one's will take it to the next level like us.
I am going to start for the next term working on the code for the store.
In our game the store is where the player can go and buy upgrades during game play.
What I want to have is a working prototype store.

Monday, April 19, 2010

A Quick Change to the Design Doc...

As I was going over the comments Kim put in our grading from our last design doc and presentation, I realized that when doing the competitive analysis, the "how our game is different" part is going to be absorbed.  So I will add that to the competitive analysis so that the document and research makes more sense.  Sorry Trevor, but you dont need to do the "what makes us different" part anymore.

Saturday, April 17, 2010

As things stand

Thank you to everyone that was able to come to the meeting Saturday. I know 7:00am is early for everyone, but it was well worth it. As of now, there is a loading screen that is coded and working as well as a Main Menu. I have also put in Phil's credits screen in to the game as well. There is also a complete level in the game as well, with the proper collision. When i was playing through the level, there were some areas that were hard to jump to. I think it would be easier to have the space bar be the jump button instead of the "W" key.

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

Hello all,

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

So currently we are all here on this Saturday morning working on getting our content in to our flash game. The User Interface is coming along. I am still piecing it together. After that, I will either put it in our game myself, or pass it off to the programmer.

Friday, April 16, 2010

To the Artist_lionell

Also on Saturday and Sunday I will be putting together the concept bible, so I need all the are you've done thus far. Perry has already given me his art, but if you have come up with something else i need that too.

EVERY THING MUST BE SCANNED IN; NO ORIGINAL WORK, MUST BE DIGITIZED!!!

Saturday is VERY IMPORTANT_lionell

EVERYONE MUST SHOW UP ON SATURDAY!!! I suggest for those who cannot make it Saturday must attend on Sunday. Everyone must be on the same page; if we're not then we're FUCKED. So SHOW UP ON SATURDAY AT 7:00AM OR SUNDAY AT 10:00AM.

Level Assets

After the critique yesterday I've decided to work with Max and Lance to create a slightly longer level.  If you look at the sketches of the level we already have, it is split into two... We're going to add a 3rd part to that to hopefully make the level a bit longer. 

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 apologize to my team member I load the wrong flash file on Thursday.
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

I'm going to create real model sheets for our weapons I'm going to do my best to make the weapons go together so they won't look out of place. I now know I don't have to worry about the color models. It looked out of place I know that I tried to cover for another's milestone but we as an group figured out a solution for the problem. I should have made the model sheets already I'll take care of that before we meet on saturday.

Week 9 update

Hello all,

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

Today has been fairly successful. The level design block-in for the digital version is near completion. All the platforms are in place as well as some dummy art to hold the place for our final assets. We do have a few issues with the current build as far as the level design aspect.

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

I updated the Scope file it is now posted on box.net for the team to view.
The goal for the Scope is for the next Term.

Our Weapons by Perry
















I changed our weapons with some great help from Max. We came up with some great ideas for each weapon.





Design Doc update

So I've made my changes to the player experience segment of the design document. It can be found in the standard location on the box.net site under the Design Document Versions. The one I uploaded is version 5 and there are some minor changes to it, but eitherway they were needed.

U.I. Alert

Hello all,

I have uploaded my sketches to look at.

Take a look at them to see what you think.

phil
Paul and I met today he made changes in my user interface flash file. To fit what he is doing for our WarNutz game. I will try to post the flash file on box.net the team to view.

Wednesday, April 14, 2010

not much left

well, my current build has everything stated previously; but now I got the enemy tree working. however, since I have yet to add the UI work, killing the enemy tree will just cause the game to completely stop. I will be able to do more on our massive pow-wow saturday, but until then, I think I may try to get a basic enemy working.

made changes to the user interface file

I made changes to the user interface files that Paul request from me.
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

Here is the game plan for the next week. On Saturday, 4/17/10 at 7:00AM in room 233 we are having a team meeting. During this meeting, we are allgoing to be putting in our portions of our game. By everything, I mean this:

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.

I have updated the user interface files, by Paul request I added comment on ever line. I line up all braces on their own line. This will make my code easy to read and understand. the new files are posted on box.net for the team to view.

Sunday, April 11, 2010

user interface test 2

I finish the user interface project. The files are posted on box.net. Please view.

Saturday, April 10, 2010

Weapons by Perry

Here's the last weapon.

Weapons by Perry

Here's the acorn gun

Weapons by Perry


Here's 3 of the weapons so far. The bat, hammer and axe.

Thursday, April 8, 2010

Status update

No this is not a Facebook or Twitter status update. It is just an update about our game that we are making.

We have come a long way in the making of our game, but we still have a long way to go. I am glad to see that everyone is on track with their milestones. I myself am starting User Interface sketches. I have put out about 150 thumbnails (which is probably way lower than the industry standards). I am going to focus on the quality of the sketches over quantity due to the time constraint. I will have the sketches done soon and post them on box. I will do a color test followed by making the UI ready for flash.

I do have a question from the programmers though. When I make the UI buttons and images, can I make them in Photoshop, or should I make them in flash for ease of merging it with the prototype?

I will eventually be working on the design document so make sure that if you were assigned a part to fix, please do so.

April 8th Blog by Perry

I've created the weapons but not in the cartoon way like I'm suppose to. It's hard to change a style you've been drawing for over 3 years. I will continue to do my best to fix this problem by watching more cartoons and getting the weapon idea's they have and work from there. I'm a little behind with the style but I will scan some new pictures in on Saturday when I'm in school. I will continue to improve on my part of our project.

Change of Pace... or something...

So I have been the "environment" artist, and as such, I've had a hard time meeting the artist's milestones because it wasnt untill the level design was finished that I was able to start drawing out assets.  Because of this, I am adding myself to the "Level Design" team since our goals are more closely alligned.  I DO want to get all the level drawings done and ready on pace with the artists, however I have to go through all the steps that they did, and I'm starting later. 

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

I have been giving the move forward for creating the code. For the game user interface by the user interface team. I started writing the test code today April 8, 2010. I should have the test code working and complete by Monday. Maybe on Saturday.
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've been thumbnailing some ideas for the resources/pickups that will appear in the first level. The idea is that there will be more than one image for the food/main resource, but there will be one type for the special resource (cannon upgrade/"golden nut"). I'm thinking that golden spiny chestnuts will fill that role, but maybe I'll come up with something else by the final stages of concept drawing.

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

I will put up all of my thumbnails and sketches on box.net. If you find something interesting let me know and if you think of any cool ideas from my ideas let me know.

Digital Prototype Level 1 storyboard version 8-bit!

Here's another rendition of the first level. This is also up on box. The level takes place in a park and there will be a fence that's partly background but the top of the gates are going to act as platforms for the player. The level will also have objects like a bench, swingset, lamp post, bird feeder/house, and a couple of trash and recycle bins.

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

The Characters for the game are looking great. For now I'll start on the model sheets for each character. Also I will take Kim's evidence and draw multiple positions of Trevor (the squirrel not the person). Hope you all hit "ch'all" Saturday Milestone.

Week 8 Update

Hello all,

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

I have posted Main Menu and User Interface thumbnails up on box in the User Interface folder. Please tell me what ones you guys like and I will start making sketches for them.

Version 1 Level Design Storyboard

Lance and myself posted version 1.0 of the storyboard for the level.  Please contact the level design team or Jacob if you have suggestions.

Level flowchart/story board

After revising our milestone list Max and I have determined that a flowchart would be alot more difficult a path for us to take in setting up the prototype level. So instead we've moved over to doing a story board of the level. What this is is basically a level layout but we detail every player action that can be taken in the level.

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

now, this is just a weird thought but hear me out. what if, and this is a big if; what if the compiled prototype I am making is actually loaded into the User Interface and played through THAT .fla/.swf?

I got ideas on how this would work, but I would need to talk to all parties involved on Thursday.

Pseudocode user interface

I posted the pseudocode for user interface on box.net for review.
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!

I have been having hardcore issues with my Email... I cant seem to log in half the time, and it has been screwing with my account for the blog too... I'll try to get it figured out but I'm having touble. 

One thing I was wondering is if there was a flow chart or anything yet for the levels?

Tuesday, April 6, 2010

Week 8

Up on my super duper fancy web gallery here is the latest and greatest pictures from tonights class. Between drawing UI thumbnails and sketches, I will be working on getting our design document updated. One of the pictures in my gallery has a list of changes. The ones marked with the letter T are the ones that I will be doing. They are mostly simple changes or additions that need to be put in. If your name is next to one of them, please read the comments that Kim gave us on our last greenlight to update your portion. If there are any questions as to what needs to be done for the document, please let me know.

A reminder about the design document, this is a PITCH presentation and document. For anyone who is updating a portion of the design document, there should be no questions in the design document (i.e. How does our game stack up?). It should all be facts about our game. Also, make sure to say "we" and no "I".

That is all for now.

user interface code

While Paul is working on the game mechanic programe code. I will be working on the user interface code. I will have a working user interface by Friday. Maybe sooner. I am making the screen now, and will start the coding process when the screens are complete. I will post a working file on box.net for the team to view.

Week 8 Blog by Perry

Over the weekend I made some sketches for the 4 melee weapons and some for the rocket launcher. I tried to put some more detail into the artwork to get closer to the final render. I came up with some nice sketches to put into the concept art folder.

Milestones and Revisions

Sorry about being late on the post guys.  Lance and I are going to sit down and revise our Milestone Time line.  Just letting everyone know we posted the tentative milestones on Box.net and that we are currently revising that document.  Although flow charting was a week or so down our list I was under the impression we should be working on flow charting out the first level?

Monday, April 5, 2010

new prototype update

I uploaded an update to the prototype, now I gave the character a sword and they can swing it around. though it looks like I may need to overhaul the entire game system a bit soon to make it easier later, by making all of the classes use a hirearchy of programmer-defined classes. this will make things easier to program, and easier for us programmers to work on seperate sections of the code without effecting each-other's work that much.

Saturday, April 3, 2010

Thumbnails Saturday

Artist don't forget that our Timle line has changed. Its on box.net; Saturday 4/3 our new tumbnails x50 are due ,AFTER LOOKING AT THE MOOD BOARD.

The wonderful world of flow charts

Alright everyone, the revised flowcharts are up on box in the User Interface folder. You will want to look at version 2. If you guys have taken the User Interface class, then this flowchart system will look familiar to you. I am updating the design document so if there is a part you want to change, add, subtract, ect., please let me know. I think it would be a good idea to take the most recent version of the design document and change the parts that Kim critiqued us on our last greenlight.

I do need the character description so I can add that to the design document as well. Whoever has it, please post on box.net under the design document folder.

Phil, Kim emailed me this link about menu flows to help with the interface for our game.

Also, props to Paul and Todd for getting a basic working prototype of our game up! :)

Friday, April 2, 2010

first working prototype is up

basic character movement, platforms, and one-way platforms are all accounted for.

WASD movement

the built-in flash player box.net has seems to be messing with the "scrollWithPlayer" function though...

http://www.box.net/shared/8lny8fvpox


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!

So I've been watching a lot of HD theatre, a channel that shows mostly animals and plants for HOURS on end.  I've also looked back into my Planet Earth series for some inspiration. 

new WarNutz game flowchart

Paul and I are working on updating the flowchart. It wil be posted on box.ner when complete.

Thursday, April 1, 2010

Week 7 Update

Hello all,

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

Today we had a good meeting setting up the assets for our game. I've got my list of four melee weapons to create for our next batch of sketches. I get to create bats, hammers, shovels and toothpick spears. I need to fine tune these sketches for me to accomplish the milestones we created for the rest of this term.

WarNutz game flowchart

I posted the Warnutz game flowchart created by Todd and Paul for the team to view. It is in the psadocode folder. Inside the program folder.

U.I. update

Hello all,

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

I created a folder on box.net with potential concept options.  I was thinking scenerios and came up with ideas bor a picnic, beach, and war torn environment concepts.  I also uploaded a resource URL doc. so you may refer to the source of the image.

http://www.box.net/shared/mrh01lndvv

I thank thats linked correctly

Programmer Timeline Schedule

I just added a new file on box.net to view. It is the programmer timeline schedule. The file is in the programer folder, inside the finalized code folder.