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- Testing (21)
- UI (25)
- Weapons (24)
Monday, May 31, 2010
U.I. Flowcharts
Milestone is done.
The files are on box net for the team to view and comment. I adjust the squirrel jump
sound it is low. The attack sounds are high theses sounds are the attack swing miss,
melee hit,and shovel hit. Wood bat hit, wood bat tack hit and hammer hit. These sounds are loud and are all set at the same level. The squirrel walk is set to a medium high not as loud. Please comment I want to know what you guys think, also remember the sounds have to be test in the game to see how it work.
Sunday, May 30, 2010
Level update and test versions
So I have uploaded this build to box under the level design prototype folder and the survey is under the level design survey folder.
.exe: http://www.box.net/shared/rx0hlrkt28
survey: http://www.box.net/shared/xqu8hn0jf8
A solution would be nice, the sooner the better.
thoughts on the new level
Also I have noticed that there are no upgrade locations. Additionally, I am not sure if the player will be able to jump over the trash can. If they cannot, the the player cannot move beyond the first section of the level.
I have a thought to the health pack though. Based on the current placement and level flow, the player may collect more health than they need. My suggestion is to make the health packs part of the inventory. In turn, this will have to be added to the main menu HUD so the player will know how many they have. Additionally, the health packs will be used via a hot key so the player and apply the health pack as they see fit.
One other thing to possibly add to the HUD is a little indicator to let the player know that they have something new in the backpack / inventory.
Saturday, May 29, 2010
New Level PSD
The work in progress flow chart of the level! Redesigned; let me know what you all think!
Flowchart2.psd
Updates from Lionell
I decided to make a word doc of the changes we made on Thursday "based on Trevor's pictures".
Also I came up with some interesting thumbnails for the mini boss and big boss it's going to hard trying to decide which one to pick.
I hope everyone is pacing themselves, because I don't want anyone passing out from exhaustion.
Mwahaha
Friday, May 28, 2010
Pictures update
The results are in
Now we know that the mechanic is solid enough, we have started to add a story, better objectives, and better goals. We have taken out the cannon upgrade all together. The shop is no longer part of the level, but will be made a part of a pause menu instead. Bosses and mini bosses will be added, as well as health packs, upgrades, and items. All of theses changes effect everyone, some more than others. I think this is really a first new iteration of the game as a whole.
Christian Allen said that we learn game design by failing at it. We made our ideas, our reasons to support them, and we stood behind our reasons, daring the testers to prove our reasons wrong. In the end, the testers proved us wrong. In a way we failed, but not to the extent that will kill our game completely. Our only failure was not testing our game sooner.
Now we know why testing is important. If we test the next iteration of our game the same way we did, we will have as many, if not more, results we can use and move forward with. We are going to take what we learned, take the test results, and bring our game to the level that the target market wants! We will not falter in our ventures!
I believe in everyone on this team! I know we will make this game successful!
I am still working on updating the flowchart for the U.I. changes. When it is done, it will be up on box.
Testing works huh?!?!
Ohey... Milestones are done..
well, I got all of my milestones for this week done in the course of 2-3 hours, so I guess I should get to work on that animation system huh?
prototype_v1.swf
More talk from Perry
Thursday, May 27, 2010
Great Job Today by Perry
Milestones for me this weekend will be to create thumbnails for our main bosses weapons and sketch them. Tuesday the sketches should be finalized. I'm going to have lots of fun making some more melee weapons.
Milestones and more testing
Now going off of that we have made several changes as others may be detailing. Which most of the changes are definitely affecting the level design. My next milestone will be taken care of Saturday. Saturday my job is to enhance the level with new objects and enemy placements. Once the level has been refined it will be all about testing for the rest of the weekend through next Thursday.
Milestones For The Weekend of 29th and 30th
milestone for this week
game test
Wednesday, May 26, 2010
Testing testing, is this thing on?
From the feedback, we have created question to help us make our game more toward our target market. Right now we are taking the questions we have come up with to help us with our future decisions. Once we have acquired that data, we will then make up our milestones based on the results.
I know that we have to wait for the results of our testing to come back, but there are a few ideas I would like to toss out there.
- Have a mini boss by each golden nut.
- Remove melee weapons completely. Shop for armor and canon become available via pause menu.
- Cannon comes in via helicopter after collecting the golden nuts.
- Player can swap between weapons/cannon at any time. Can only carry one weapons, armor, cannon at all times
- Player can climb trees
- After destroying the tree, the boss falls from the top of the tree. Player can only use the cannon to kill the boss. Resources for cannon randomly drop
The RIGHT prototype
I dont want anyone to freak out... but the WRONG prototype was on box until just now. The game was never recompiled as a .swf after we updated because we were running a .app durring the presentation. Well the old .swf was posted last night. I've fixed this AND put up a .exe for people that dont have flash at home... but it looks like a lot of you have already downloaded the older version...
WARNUTZ.swf
Tuesday, May 25, 2010
Time for Testing
I have asked my managers to let me commandeer one of the pc's in the managers office for testing purposes, but they refuse as they are concerned that it would possibly take more than 15 minutes (standard time for our breaks) So now I will be playing the waiting game until said results come back. Hopefully we get some good feedback!
Yay Testing
I am in group #2 with Max, Lance, and Jordan. We are taking the questions on pages 3 & 4. I am downloading a copy of the swf and start making a plan to test the game.
That's all for now,
Phil
ready for the final run
The ambient sound is ready. The enemy laugh sound file, trash can and bench sound files. are finish they were not put into the game for interface. because other stuff needed to be fix. Hopefully they will be put into the game.
Friday, May 21, 2010
Interfaces
Jacob has made the home and enemy trees stand out more. The background to the menus has been updated from Thursday nights critique. In addition, I have made the Level Select button on the Main Menu work and I have changed the new game screen to go right in to the game and not in to the Level Select screen. I have only commented out the code for these areas so we can put them back in. I have added an "or" statement to the "cheat" Paul had implemented for presentation purposes only. Since I do not have a numeric keypad, I added the key code to so it will work on my laptop. Also, I have added a line of code to the cheat function to give Golden Nuts to the player to show off the cannon.
That is it for changes since Thursday. I know that I am posting this a little late, but everyone needs to be at Interfaces at 8:00am so we can help set up and set ourselves up to make sure everything works. If we can, I like to go over the presentation one more time.
LET'S DO THIS! (insert really awesome Modern Warfare 2 Spetsnaz or Army Rangers spawn music here)
The Big Speech_Lionell
The presentation took about 16 minuets including the game play-through. We decided to meet at interfaces at 8:00 am, so don't be late.
Remember White collar shirt, black pants, and a tie (no color choice).
Ugghgh!!! By jophilli.
Regarding game design issues, Paul had an idea in which we ignore the Nut cannon altogether. I realize that this erases one of our core aspects of play, however, there were some logical reasons as to why we should. But that is something that should be discussed over the next couple weeks.
Concerning my job as an animator, I feel like I should have just started the actual Flash work a week ago, but I was convinced that we needed all the storyboards first. I mean, that's what Kim wanted, haha. I spent three hours last night just working on the standard walk animation, however ONLY for the Nerd body. I would need another 3 hours to finish the animation for ALL the outfits. I can see that the separate outfit system is causing issues for me, but I don't see another way around it without some completely rewritten section of code.
I also am completely irritated with my work place. I was told that I only had to come in at noon today (Friday), but lo and behold, they didn't bother telling me that I had a second shift at 6pm. Bah. I am very frustrated that I could not spend most of my day with the team. There were a lot of things I wanted to do today, but it went out the window.
Anyhow, good luck to all of us tomorrow, let's put on a good presentation! See you all tomorrow.
The BIG DAY by Perry
Thursday, May 20, 2010
fix two sound files
Almost There... to Interfaces at least.
This makes it a little easier on the level design team in my opinion as we won't have to argue so much as what the next destination should be, we'll just have to argue about which of the listed stages we'll be working on. However, that's not too say we're finished with the level we currently have at the moment. In fact we're still no where near saying it's finished. For the most part, it's asset complete. But we still need to do some testing on it with the general public and see what everyone else has to say. Once we receive some sort of actual feedback other than 'it was good' we'll know what direction to go next and if we need to do more with the current stage we have right now.
Interfaces is less than 2 days away, it's time to get psyched about it, at least I'm psyched about Interfaces. Good luck in preperations to everyone and see you guys bright and early Saturday morning.
Shop Update
I just made the changes that were suggested in class. The spaced out the lettering, changed the cost of the cannon, and took out the attack speed and added names of the outfits. I 'm still having trouble lining up all the text perfectly.
I will be helping Jamie at the conference center at 10am tomorrow and then work at 2pm. So if you guys need something, shoot me a text and I will call when I can.
Later,
Phil
Wednesday, May 19, 2010
BG for us
Menu Progress
The one major issue we had was not being able to extend the level beyond a certain point due to the Flash IDE restrictions. It has been fixed and the Level Designer have been able to do their end now. Another issue that is still in the works is the character blending in with the background. Some of the assets have been colored differently to make the character stand out more. The last major issue is the Store menu. In it, the text size and location changes. I will take a look at this to see what is causing the issue.
During Interfaces, I hope to set up our game somewhere and have the attendees test the game. This will give us a fresh pair of eyes looking at it, not to mention the amount of data we can use to improve our game. If all goes according to plan, we will then move forward by resolving the issues address from the presentation and the testing results. From a U.I. standpoint, Phil and I will be working on getting a better design for all of the menus.
Couple other notes while I have your attention still. Todd had asked me what our dress code will be for Interfaces. I say that we should keep our dress code the same: White shirt, tie, black dress pants, shoes, and socks for our presentation. I am just going to toss this idea out there and see what everyone thinks. I am pretty sure we all have received Interfaces shirts. Maybe we should all write "Team Inside Voice" on a blank sheet of paper and tape it to the front of our shirts and wear it instead of a white dress shirt.
While one the subject of Interfaces, I am willing to have my laptop set up and ready to display our game and presentation. Also, I think it would be in the best interest of the team to be there at 8:00AM, one hour before the conference so we can set up and make sure we are all set to go. And also so we can help set up stuff as well.
One last thing, Jake, Lionell, and myself will be meeting up at school at 1pm on Wednesday. During this time, we will be putting together the last of the design document and preparing the presentation. Also, and correct me if I am wrong here, Jake, Lionell, and myself will be doing the presentation. If anyone has an urge to speak, please let us know and we will work on getting you a part in the presentation.
Tuesday, May 18, 2010
Yet another level update
I have attempted to test this but my computer lags a little bit making it harder to judge jumps. So I had some trouble. It may play smoother on a different machine though. Also some of the platforms don't seem like players would notice them. So some of the resource placement was made based on the decision to give the player an idea of where they could jump. I also think some kind of indicator like a more detail bushel of leaves would help in said platform identification.
As far as enemy placement, I know that they'll walk off platforms when chasing you. However, if I didn't place enemies in the higher locations then the upper half of the level would be kind of boring because all the action occurs on the ground level. Anyways, I really like the new art style for the assets. Almost seems as if it were colored by crayon instead of digital. Keep up the good work everyone.
Level Update link: prototype_5_18b
Level Select Screen
I just loaded up the Level Select screen on to box. I got Lionell, Trevor, and Jacobs opinion on the levels. I need input from the rest of the team to see if we all like the levels.
Take a look and let me know.
Phil
No More Pinks
I re-colored all the pink assets... they are now this reddish brown. We'll have to see how it works with the other assets...
Fence.png
scaling levels
Also there are still placeholder assets that need to be changed out. But in my opinion, scaling the level didn't really do much for making the character stand out more so. So as a remedy we should go with the white wash fence and the fresh paint sign.
Monday, May 17, 2010
Squirrel walk
Fix for level design, basic AI
this is not the multiple movieclip method discussed in the other posts, instead, I added a second "empty movieclip" to the level to act as the top-left corner of the level. this (theoretically) buys you twice as much room as before.
the main reason I did this is because not only is this a quick fix, but it also too much of the main code assumes that the entire level is inside of a single movieclip. More than that, it assumes that each level (including future levels that do not exist yet)is on it's own frame within that movieclip.
EDIT: I also got a basic enemy AI as per Trevor's specifications (looks back and forth, only chases the player if they are close enough AND the enemy is facing them) though I have already noticed a couple flaws that need fixed (try walking up to the enemy with the cannon equipped), it is a start.
As it stands..
As for how these movie clips interface with each other that a programming issue.
Trevor and I, from what we researched came to the conclusion that for the levels needs; the 3 movie clips can be spliced together with a code interfacing kinda like a trigger I believe. Hopefully implementing this should be a easy few lines of code for Paul.
Lance is currently allocating the various assets into the 3 sections, we will more than likely be continuing the work on Tuesdays class.
SLOW DOWN THERE NELLY!
The Issue:
Movie clips can only be so long and our level is longer....
Simple Solution:
Use multiple movie clips to create the level...
We DO NOT need to change anything about the design or the gameplay out side of platform placement at this point. And platform placement MIGHT be fine right now... we dont know because we need the prototype with the bigger assets working before we can find out.
Everyone take a deep breath and relax. I know this is putting LOTS of stress on Max and Lance because they were in the middle of their milestone when this hit. But now we have a solution we can start working towards.
The Changes:
What this DOES change are a few peoples milestones. Because of this issue,
Max and Lance are going to need a few more days to hit their milestones.
Without a functioning prototype, Phil and Trevor cant put their new menu's ingame.
Perry and Lionell cant test out their new artwork in game
Todd cant check to see if his sounds give us the right feel yet.
Paul wont be able to test his AI and the character swapping
and with the delay, we might not be able to do a team critique on Tuesday in an attempt to fix things before the REAL critique on Thursday.
Take a deep breath and relax. It isnt the end of the world. Paul, Max and Lance need to work together to fix the issue and once that functioning prototype is working again, then EVERYONE will be happy and we can go back to being happy. BUT... that prototype should be top priority right now...
Level extension issue findings
Now, I am pretty sure that everyone has looked at the level design flowchart from a prior team project game. I believe that their level is way over that limit. I can see a couple of options here: 1) Take the current level we have and beef it up to make it more interesting and have longer in play time. 2) Shorten up the current level for a Tutorial Level. 3) Make smaller movie clips and expand the game level through code.
If we went with the first idea, then we would have to come up with some extra challenges to keep the player interested. The second idea would make it hard for the level design team and, depending on our decision, can cause them more work to do before interfaces. The third idea I do not believe would be presentable for interfaces.
As for presenting this at Interfaces, I think we should run with what we have after our milestones for this week. When we present, we will tell everyone that we are in our very early stages of our beta and that there were some unforeseen issues that we are currently addressing through critiques, testing, and IDE restrictions. I think we should say something along those lines before we show the game that way we sound professional about it and not judged to early on.
I now ask all the team member to pick one of the options so we can move forward with it:
1) Take the current level we have and beef it up to make it more interesting and have longer in play time.
2) Make smaller level movie clips and expand the game level through code.
This decision needs to be made asap as it effects a lot everyone on the team. Personally, I am for the second option.
Sunday, May 16, 2010
post the sound files on box.net
Go to documents and to the new folder name sound files. Go to the zip folder name fix sounds.
You fine the files open door, jump, cannon, pick up. Walk, walk on wood bench.
Extra files such as the squirrels sounds, trash can chain sound for the swing set.
Metal bat,shovel hit.
Saturday, May 15, 2010
Problem with the "ENGINE"
The entire "new level" issue that we are running into by sizing up the assets is going to be put on hold because we cant test the new level.
Sound Files Update
these are the file names Cannon sound, Dooropen, Pick up sound. Jump sound, squirrel
pain scream, enemy squirrel laugh. Enemy squirrel get hit, enemy squirrel dying.
Hero squirrel dying, hero squirrel get hit sound, metal bat hit1. Shovel hit sound,
walk sound, walk on wood bench and trash can sound. When the squirrel jumps onto the trash can it will make trash can sound. When the squirrel jumps on the bench and walk
it will make a walking on a wood bridge sound.
Game-Changing Idea
Friday, May 14, 2010
Hello Everyone by Perry
No More "trash"
Shop Update
I'm done with all the buttons. The problem now is that I'm having alignment issues with the buttons. Inside the movie clip the lines are in the exact same spot. But when you rollover all the buttons the slightly shift in size.
I loaded the SWF file onto box.net. I still can't download the FLA file.
I need suggestions on how to fix this. Thanks.
Phil
color changes
I'm NOT pleased with the fence but I'm using "reddish" colors without going super saturated and vivid...
Interfaces preperation
As of yesterday, there are a lot of issues that have been addressed and we have come up with a way that we are going to resolve them. First off is the frame rate of our game. Currently it is set at 60 FPS which is way to high. We have changed the frame rate to 15 FPS. There is also going to be a 30% increase to all in-game assets. I believe we agreed to increase the character size by that much also, though I could be mistaken.
There is one portion on my milestone list that I forgot to write on the board and that is different font styles for the team to chose from. If everyone is okay with the font type I have picked, then I will pass that on to the programmer to get the font to work in-game also as there is variables that are not the correct font type.
Moving forward towards Interfaces, there is many aspects that need to be improved before then. Like I mentioned before, changing the frame rate is key. It effects the animations, how our cannon is fired, sound timing, and moving in the level itself.
Over the past few days, I have redesigned the main menu over all. It is now complete and in the game. I just have to make a few minor changes to get it fully finished and working.
Thursday, May 13, 2010
Stat Update
I just wanted to inform all parties concerned, that I updated the stat list to include purchasing values for all the armor types and weapon types.
Refer to the stat document for the updated information.
Player Stat. Chart.webdoc
The Road to Interfaces
So during the next few days there will be enhancements of some sort made to the level. First thing is to scale the current assets in the level up by about 30% or so. After that testing will be needed to determine if we will need more platforms or not. The easy answer is that, YES, we will need more platforms. But again that's all determined based on the scaled up version.
Once we find a good balance we will start reimplementing the final assets back into the level, with more testing. We hope to be able to get a group critique on the updated level by Tuesday before everything is handed to Paul. Which the scrum meeting will be used for.
Overall, this past week, I think everyone did a good job. Some improvements needed here and there for every department. And I think that Max, Jake and I were successful in pacing our milestone goals so that we weren't overencumbered in one class' worth of work.
Well good luck to everyone in completing your respective milestones. This is it we're nearing Interfaces. There are no exits or detours on this road now, so don't waste your time and procrastinate till the last meeting. We want the best possible product we can have for Interfaces!
Way to go guys...
When uploading DO NOT OVERWRITE ANYTHING!!!!!!
This has made my job a little more difficult, luckily I have it backed up. If there are multiple versions of the prototype made in one day start with something like the following
prototype_5_11
prototype_5_11a
prototype_5_11b
so on and so forth.
Revamped shop
I uploaded a new version of the shop with the weapon labels on it. I'm still playing with the scaling of the text, but you get the idea.
Need input, take look and lt me know.
Phil
Maybe another extra weapon for a Bat by Perry
Wednesday, May 12, 2010
Prototype Ready!
http://www.box.net/shared/yq0anirq3x
final change to the sound file.
Main Menu overhaul
I spent a good amount of time coloring the menu to fit with the rest of the game. This was achieved with great success, at least in my opinion, from the color style guide.
The main menu, as well as the credits and shop screen, where the three menus needed for this milestone. The shop is completed, with a few minor things being added. As for the credits screen, it is a basic framework for now and shall be revisited.
We have about a week and a half before interfaces. There is the options screen, and tutorials screen that still need to be designed. Between Phil and myself, I feel it would be best to at least come up with the framework for those menus to show that we have thought about the design of the menus.
For the shop and wind/lose screens, I think that they should fade-in while dimming the background. I believe that this would alert and shift the players attention to the new screen so they do not try and continue to move the character around.
In the next version of our game, I would really like to have the space bar be the jump button. I find it hard, even in the new version of the prototype, to make some of the jumps.
During class on Tuesday, there was multiple people with the "current" version of our prototype. At one point in time, the new level clashed with the old one, and I believe that it caused some issues after that. I am trying to think of a way to better streamline the process of getting our parts in to the game. The only thought that comes to mind is to have one computer with the current prototype on it and open. This way anyone can have access to it to make the necessary changes without trying to merge two or more flash files.
Last but not least, I have seen and read the audio document that contains the sounds and a description of where they will be used. I have not seen a sound prototype of any kind yet as stated in the milestone list from last week. Hopefully that sound prototype will be there when we present on Thursday.
Tuesday, May 11, 2010
Level Milestone 5/13
I also had to create a rough blockin for the third part to our first level. This area presented some challenges at first but were quickly remedied upon closer inspection. The issues involved the player falling through the ground upon starting the level, the camera not scrolling further, and lastly the enemy tree not responding to the player's actions.
To remedy the collision issue, first the aesthetic ground was hidden revealing a collision box that wasn't to scale. Apparently when I did the original transform it didn't keep. This was a quick fix, but still didn't fully fix everything. Especially the camera, which is what was tackled next. With Paul's assistance he had shown me how to expand the camera's range so now the entire level can be played through.
The final hurdle for me was to get the enemy tree to respond to the cannon. Due to a change in what the enemy tree looked like I had to figure out how to get the enemy tree to respond properly. To fix this it was first a challenge as the new tree first needed to be converted to a movie clip and replace the original tree. It didn't work at first as I wasn't working in the actual Enemy Tree movie clip but once again that was fixed with some input from others.
All that's left now is just updating the documentation.
update audio sound file
Uploads to box
Lastly I don't think that the fence itself would be a viable platform. It would potentially take alot of the challenge out of the level as the player can just climb on the fence and be able to reach all the primary resources easily. If we do follow through with that I have a few remedies to what Jake brought up in a comment. How would the player get down to ground level? Well there's the possibility of being able to hold down for a short period to fallthrough (such as in Mario) or a down jump. Another possibility would be that if the player wants down to ground level they'll have to go to one of the actual gate openings to fall down.
Level Assets Ready for the Prototype
All the colorized level assets are in a FLA under "Artist/Level Assets" and ready to be added to the level. If there are any questions call me, text me, email me... I'm not feeling well today and might not be able to make it in later so keep in touch if you have an issue. I can work from home if needed
LevelAssetsCOLOR.fla
Monday, May 10, 2010
Urgent Metting Tuesday 5/11/10 at 4:00pm in room 233
- Art style
- Enemy Health location
- Jump / landing points
- New level assets
UI Guys
Urgent Message!!!!
I think the art style needs to be changed.
I just tryed to put the character in flash and it looks like shit!
Comment on this as soon as possible.
Filling in the gaps
ALSO... Lance was pointing out to me that some of the new assets are kinda' strange because the bushes arnt all over the level...
MIX THE TWO TOGETHER... we can use some of the bushes to fill in the gaps in the platforming. TADA! um... yeah so if you like the idea, we can figure out where they need to go and implement them.
Sunday, May 9, 2010
update on sound files
in class.
Saturday, May 8, 2010
Damage and Store
the in-game store is also in and functional. Though nothing visual happens to the player yet, the stats do change. also, I used the 2.0 store as I could not find a .fla of the 3.0; but it will not be hard to swap out later.
I uploaded the whole prototype (.as, .fla, and .swf) into a compressed .zip folder in the programmer's > prototype folder; but I also put the .swf by itself in the working prototypes folder if you can't download the .zip. Though remember the box.net flash player messes with our game a lot since it uses a different resolution and framerate.
STAT CHART ***REVIEW STAT***
I'm giving everyone a chance to review the stat chart before its finalized by tonight
Post your comments as I will be reviewing it later today
Player Stat. Chart.webdoc
Player Mechanics v2
File relocation
sound file report
Main Menu update
In the end, the process will show correctly and will be put in to the art bible. There is two small request I have:
Jacob: I believe you have the most recent (version 11) of the design document. Can you please post that on box?
Lionell: I need the Warnutz title/logo so I can added it to the Main Menu please? Put it in the UI folder under Menu's and label it "Main Menu Title".
There is one objective I have this term and that it to keep Box.net organized. That being said, I have made folder for everyone to post their stuff. Up on box is a file called "Follow the box rules". I think this will make box more efficient. Feel free to update it if you think it would work better another way. I am not trying to confuse anyone with it, just trying to keep thing organized and easy to find for everyone.
Since we have to look at the big picture from now on, personally I would like to have all of the menus to have a framework at the very least. The design of the in-game screen is good, we just need to make it all pretty.
Friday, May 7, 2010
Shop Version 3.0
First of all, great job to Lionell. The shop looks great.
I just added the real weapons in as the buttons. The roll over with the weapon info just has to be added. And once Lance and Max figure resource cost for the items we can add that in as well.
Keep up the good work guys,
Phil
Tree 5... all the way LIVE!
Shop v2.0 and v2.0_plain
We need to take a vote on which one we will keep.
PRO of v2.0
It looks good.
CON of v2.0
All the other UI have to be that good.
PRO of v2.0_plain
It matches the rest of the game.
CON of v2.0_plain
Its not fancy and doesn't look that good.
MAKE A DECISION BEFORE TUESDAY!!!
Shop UI "fancy"
U.I./Menus/Shop 2.0
Yay for Assets
Also I get to digitize a few assets for Max and Lance today and tomorrow... I'll put them up on Box once they are done.
Weapons Update by Perry
Thursday, May 6, 2010
U.I. Shop Update
I just uploaded the prototype shop on box. Click the movie clip in the Library to see it. The yellow blob is the place holder for the shopkeeper. Lionell is going to draw him up. The armor suit are the buttons. The star shapes are place holders for the real suit icons. Lionell is drawing them also. The weapons are buttons as well. I think we can use the actual weapons for the buttons, but I have place holders for now. I'm meeting up with Lionell tomorrow to keep working.
I look forward to feedback,
Phil
U.I. Update 5/6
I just updated the u.i. screens. The screens are as follows, Credits, Win, and Game Over. Press the x on the layer to see the screen over the back drop. The acorns will be the buttons to press to go to the next screen. Press one layer at a time or you will overlap the screens.
That is it for now, I look forward to feedback.
Phil
Goals for Tuesday
For Saturday we plan to have our respective documents (Mechanics and stat chart) completely finished for everyone's perusal. After that we'll be focusing on completing the final part of the first level. By Monday we'll definitely have some major progress made on it. The following day, Tuesday we'll be polishing it up and testing it to make sure that it works and every place that the player is supposed to be reachable can be reached.
After that all that we'll have left to do is to update the design document with our new content. Overall I think we'll be able to hit our milestone for next week.
Jump Cycle Keyframes
Lionell and I have decided that I will create the keyframes so that he can colorize them. From that point I will finish the tweens for the animations and have the fully fleshed out animation cycle storyboards ready for the first milestone.
U.I. Screens
From our meeting on Tue, Kim wants three U.I. screens finished for Interfaces. The Main Menu and In-game Screen are are a must , but we need one more. I'm thinking we need our Credits screen to show the industry our contact info. The other screens to vote on are the loading, level select, tutorial, shop, or credits.
Place your votes gentlemen.
thanks,
Phil
The Level Expansion...
I'll post the pictures up here as soon as the scanner is available
Color Style is posted
the black and white pics are "How To Draw Trevor Tutorials" and the "to color" one is how to color like the color style.
hopefully this will help and if you don't understand it just ask.
Player Mechanics updated
So far it seems that we may be able to hit our milestone for next week at this rate. Now I'm not sure if it's required at this stage, but for a truly complete stat chart Max and I need a list of enemies that would be in the game. However since we're still on the prototype level I'm not sure if that will be required immediately. It would be nice though so that the player won't be fighting the same enemy for the entire game. My suggestions for that is to create other variants of squirrels like the white-collar squirrel that throws paper clip spears at you. Also there could be other enemy types in the environments such as raccoons or dogs as well.
Now there's the matter of the store availability. For a while we've been designating the tree shack to be where the player can upgrade their weapons and armor. This too served as the location to obtain the cannon after finding the three golden nuts. The other option we would have would be that the player can spend the resources they've collected after each level to upgrade something of theirs. Doing this sounds better in general. I would rather not have the Metroid effect at the beginning of every stage, and I'm sure many players would feel the same way. For those that don't know what the Metroid effect is, at the beginning of each game something happens where Samus (the protagonist) will lose all of her abilities except the basic blaster that doesn't charge. So the player will have to find their abilities again throughout the game such as morph ball, missiles, etc. Still this idea needs to be tested out to see which version will be more useful for the player. The sooner we can test this, the better.
As far as other objectives that need to be completed all that's left right now that I need to focus on is aiding Max with the stat charts and whatever else someone needs help with.
Wednesday, May 5, 2010
programming progress
I have also went back to the "multiple player movieclips" format so melee-attack animations can be preserved. also, I began implementation of the player's equipment (weapon, outfit).
lastly, I improve how the right and lower limits are defined on a per-level basis, this will allow graphics to overflow outside of the level without the screen scrolling to see it when the player approaches the bottom and right-most parts of the level.
SCRUM
As of yesterday, we went over what everyone had, or had not, worked on over our one week break. We all know where we stand now and what we have to do to move forward. I have taken pictures of everything we discussed last night and I am currently upload them to my web gallery. The pictures are going in the same place still, so I hope that everyone has bookmarked the gallery. If not, here is the link to it again. The most recent pictures will always end up at the bottom of the gallery.
There has not been any drastic changes to our game mechanic since last term. Paul did work on getting a guard A.I. framework setup for us. As for how the guard will work, here is how I would like to see it. The guard will stand near the resource that the player must get. It will look in one direction for x amount of seconds, then look the other way for the same amount of time. If the guard sees the player, it will do x amount of damage every x second. For example, if the guard sees the squirrel, it will do 1 damage every 5 seconds that the player stands there.
The other change we are still discussing is how to implement the store. We have juggled between having the option for the player to buy upgrades from the store before starting the next level. Item bought in the store will not be lost after each level. The other option we have is to have the store in game. The player will lose all upgrades when they start the next level. Both ideas can work, but until we get it in the game and test it will we really know which is the better option. Personally, I like the idea of the store being between each level.
Since the new term only started yesterday, I cannot really say what has and has not worked until we do our weekly milestone presentation.
Here is a list of what needs to be improved and put in to our next game iteration. I have consolidated the list in to one since there were duplicates on the board last night.
- Basic kill program
- Three interface Screen put in to the game (either new or improved)
- Sound Prototype Finished and in to the game
- All weapons in color
- Finalize animation storyboard in to document
- Finalize attributes and mechanics in to document
- Finish style guide and put in to document
- Add colored character in to the game
- Asset list with actions and sounds
Stat's Chart
As far as I know, the stats chart is looking like the bare bones of the mechanics chart in the sense that the values represent the base-line for most of the assets currently in the game. Lances mechanics document breaks into more detail as to how the stats mathematically apply to the assets and mechanics. Lance and I will be continuing with polishing both of the documents!
let me know if you see any issues with how I have it laid out!
Tuesday, May 4, 2010
CS4 upgrade
Monday, May 3, 2010
Work during the break.
While I have these completed you all might be wondering why they haven't been posted to box.net yet. I have tried every day since finishing those things to upload them to the box. However I have gotten connection issues of some sort and haven't been able to successfully upload anything. Yet I can still download content from the box. I will have my stuff uploaded Tuesday before class starts.
Hope you guys had a good break and are ready to tackle the next portion of Team Project.