Labels
- Animation (3)
- 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)
Wednesday, June 30, 2010
Wrapping things up
Any process work, sketches, final renders of characters, menus, ect., have been scanned and given to Phil to put in the art bible. The design document is finished for the most part. I want to put the level design flow chart in the design document, but I cannot find a way to cut it up nicely. I can put it in regardless, but the text will be very small and hard to read. They only want to remedy that is to have Lance reconstruct the flow chart to fit vertically so it can span across multiple pages. I like to talk with the group after the critique on Thursday to see if we can fix it or not.
I am going to realign the text in the credits screen for Thursday. Also, if any of you would like to use another contact email address, or have a website you want listed for the website side (no in game), please either post a comment or email me with the correct info.
On the subject of the website, I would like to review a few pieces of art work to put up there as well as something to show in the process section. I have to ask Kim how the process section should be set up and what it includes. As for the Art page, I will set up an art gallery for it.
Tuesday, June 29, 2010
Level 1 documentation complete!
If you want the original PSD or VSD file let me know through any means you feel.
Attention All
I need all the info needed for the art bible. Give me what you have at your convenience.
Thanks,
Phil
Monday, June 28, 2010
home CS4 issues...
Weapons Update
INgame_pause
the in game pause menu is up, I don't know if I did it right.
Somebody should check it just to be sure
Saturday, June 26, 2010
JORDON!!!!!!
JORDON THE ARMS ARE UP!!!!!!
THEY'RE ON BOX.NET!!!!!
GET THEM!!!!!!
....
I LIKE SPOONS!!!!
Friday, June 25, 2010
platforms platforms platforms platforms platforms platforms
Animation Update_v2
We will work over the weekend on it "I don't know about Paul".
Animation Update
After that point, I intend on improving the look of the animations and perhaps add more detail to them. I also will work on tightening up the play length of some of the animations so that gameplay feels fluid, but not too frantic.
The Blog and Website's wedding
To the right of the screen the website is there and on the contact page of the blog it links to the contact page of the Website.
If they get devorced I wonder who will get the China Plates?
...K.
Website update
http://teaminsidevoice.trevorlift.com/
So far that is the framework I am going to be working with. Let me know if you want me to change the layout or something.
Refining Our Weapons
The milestone for me this week will begin with refining our player weapons first. After those weapons are done I'll work on our enemy weapons. I will keep you updated with images and if you see any issues tell me and I'll do my best to fix it.
Trevor's Milestones
Game for download (both PC and Mac)
Ad's (not 100% how to do this exactly, but that will come later)
Credits (our names, email address, and a link to our personal website if you have one)
Story (the story behind our game and character)
Art (one of the following: Character, Enemy, Weapon, Level chunk)
Process (short blurb about how our game progressed from paper prototype to digital)
Gameplay video (still working on this part, but we will either use FRAPS or Jing)
I plan to have a framework of the website up soon for everyone to view. There are a few minor tweaks to the menus that I will doing, mostly alignment.
Thursday, June 24, 2010
U.I. Update 6/24
I have had a rough week as most of you know, but back to business. I will replace the backgrounds on the level select and audio screens. Also I will make the other small changes. Trevor will take care of the slide bar in the audio screen. I am in the process of completing the changes in the art bible for Saturday.
Thank you all for your patience,
Phil
Level Design milestones
Saturday: This is probably the most intense of our milestones.
- Fix level one documentation. This includes the following:
- Color code wireframe content (paths, labels etc).
- Create a legend to help explain documentation
- Fix the flowchart (I'll need some pointers, I know I pretty much gotta switch to regular boxes and change the diamons over to the questions (ex: Pick up Shiny? would be in diamond), also word consistancy.)
- Narrow down survey questions so it isn't 30+ questions
- Still more testing
Monday: - Level 2 Flowcharting
- Level 2 Wireframe
- More testing
Tuesday: See Monday's milestone listing.
So I'm open to more advice on the flow chart. I'm still not great at flowcharting but I understand it for the most part.
Ambient back ground sound.
Wednesday, June 23, 2010
Prototype for 6/24
Let me know if I missed anything.
KNOWN ISSUES:
player outfits do not visibly change
on "changing" outfits, the weapon graphic reverts back to hammer
I did not put Lionell's inventory screen in due to how much we talked ill of it yesterday, and I did not put Perry's weapons in either; for the same reason as the inventory, but also because they were not properly formatted (i.e. black background) If we do want to put these in, let me know soon so I can do it tomorrow.
prototype_6_23.zip
Question?
Tuesday, June 22, 2010
Tuesday mini critique notes
Sounds
- More background music options
- Enemy sounds are good
- Health pack 4: cut the end sound
- Change hero die
- Jump is good
- Fix meat cleaver sound (add a little squish to it)
- Shovel sound is good
- Trash can: increase the pitch, add a little resenation
- Flip the win/lose screen's horizontially so that the test is on the other side.
- Shrink level complete and put it near the arrow tip
- Make the bat, shovel, meat cleaver, and meat tenderizer more cartoony
- Make a new weapon to replace the horse shoe
- ADD GRASS!!!!!!!!!!!!!!!
- Inventory screen in the birdhouse
- Add the house that we used for the shop to the beginning of the level so the tutorials screen makes sense
- Change the platforms completely. They are not working for us. (Sorry Jacob)
- The Trash can looks like a mix of Doric and Ionic columns.
Level Design Team Update
I will be continuing with the wire-frame map of the first level.
As this is mostly documentation, we will have these documents by the critique for thursday!
Not the best day...
Since I might not make class tonight, I'll post my asset png's today to box, but the platform placement and the new trash boxes arnt as simple as dragging new assets into the window. I might try uploading my FLA to my FTP server and I'll see about giving one of you permission to access it, that way you can just copy the movie clip.
anyways... call/text/email me...
Monday, June 21, 2010
Success! and Button tips
I think I may have missed a few thing along the lines of documentation, if someone could point out what I am missing (check the programmer's section on box.net) please let me know.
finally; it turns out making a movieclip act like a button is so simple, I don't even need to make a new class or anything! you guys just need to follow a few simple instructions:
1.) label each frame in your future button "_up" "_over" "_down" "_hit"
2.) on the first frame of the button, add the following code (F9):
stop();
this.buttonMode = true;
3.) ???
4.) Profit!
source: http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/Sprite.html#buttonMode
Update on stats
I have updated the stat sheet to include the new mini boss/boss character stats as well as revisions on taking out the cannon and such!
Player Stat. Chart.webdoc
Sunday, June 20, 2010
Milestone is complete
Saturday, June 19, 2010
Weapons Update
Quick Question
Working...
I am looking forward to revealing as much of the character's animations as possible by tomorrow night.
I do believe that although much work has been done on the game, Kim has been very truthful about how none of us really seem to be able to keep things consistent. I suppose this is all part of the learning process, so as long as we make the effort to make all of the assets, screens, and art styles uniform, I think that is really the best lesson we can take with us from this point. I know that Jake is redoing almost everything this weekend, hopefully he can guide us into that direction.
Milestone update
Friday, June 18, 2010
Trevor UI survey questions
2) Were you able to differentiate between the background and buttons?
3) Did the flow of the menu's make sense? If not, where.
4) Did you ever lose your mouse while navigating? If so, what menu?
5) List all menu's that you found to be too cluttered.
Audio notes from 6-17 for Todd
#1 Ambient - No distinguishable sounds. No words that you can understand.
#2 Attack Swing Miss - Good
#3 Axe Hit - Good
#4 Bat Hit - Good
#5 Enemy Squirrel Dying - Ear piercing... lower pitch (record a new sound from someone on the team)
#6 Enemy Squirrel Get Hit - Same as above (record a new sound from someone on the team)
#7 Enemy Squirrel Laugh - Good
#8 Fall - Good
#9 Fish Hit - Good
#10 Hammer with Tacks - Good
#11 Health - Doesn't fit
#12 Hero Die - Redo (record a new sound from someone on the team)
#13 Hero Get Hit - Redo (record a new sound from someone on the team)
#14 Horseshoe - Shorten it up
#15 Jump2 - NO (record a new sound from someone on the team)
#16 JumpSE - NO (record a new sound from someone on the team)
#17 Jumpsound - NO (record a new sound from someone on the team)
#18 Landing Sound - Make it a tiny bit shorter
#19 Leaf Russel - Good
#20 Meat Cleaver - To short
#21 Meat Tenderizer - Good
#22 Shovel - Shorten the reverb at the end
#23 Sparrow - Bring it down a little bit more
#24 Stick Snap - Good
#25 Trash Can - Shorten it a tiny bit more
#26 Walk on Bench - More work... this one is hard to think of an answer for
#27 Walk on Grass - Still to fast, slow down and cut to only 2 steps
#28 Pick Up - Good
For anything that is looping, like walk sounds or background make sure the sounds fade in the end, that way they will loop well.
If anyone had any different notes feel free to add to mine.
Survey Update
So I'm pretty sure you are all tired of me updating the blog like crazy. But I promise this will be the last post for now. So I'm proud that everyone has gotten their survey questions in on a timely manner. You are all gentlemen and scholars. Now I would wait for Jordan's questions but at this time we don't really have any animations at the moment other than the hammer swing.
As far as obtaining the updated survey, you can use the link from a previous post. But for the lazy minded (meaning all of us) I have the links right here for you guys.
Warnutz! Survey 2
Warnutz! PC version
Trevor: If you can, could you make a mac version of this and upload it to the same location as the Windows version.
Weapons Update by Perry
I really didn't know about our Player weapons not being redone more. I completely care 100% about everything I put into this game so if you guys see any problems with my weapons please tell me so I can redo them.
Let's get this first level complete I know we can do this.
Thursday, June 17, 2010
This is Lionell Questions
Is the characters on the screen too small? How much can you see them?
Do you feel the Main Character's clothing blends too well with the background? What are some ways to fix if?
Do the suits of the character too outrageous? Would you prefer a set theme for the character?
Should there be a uniform that goes to each weapon? Why?/Why not?
Any other commits about the characters regarding style, color, and size?
Weapon Questions by Perry
2. Was it easy to see each weapon collected with our background color?
3. Were our weapons hard to use with our X button as the attack?
4. Did you have any problems finding our weapons?
5. When changing weapons did you know what to press to choose them.
Update on surveys
On another note DO NOT edit the survey files as that very well may throw me off. If you have suggestions throw it in the comments on box and this post so that I can make the required changes if needed. Thanks for taking the time to post your survey questions in a timely manner.
Testing Survey 2
Warnutz! Testing Prototype 2
Interface Questions 6/17
- Does the in-game hud give you enough information?
- Does the inventory screen simplify of complicate item swapping?
- Does the level select screen give you clear direction?
- Is it clear where the buttons are in the level select screen?
- Does the main screen give clear direction of choices?
Survey Questions - Level Design
The survey will be a .doc file (I'd say .docx but not every one has Office 2010). Also we will be testing on the build that was reviewed tonight, I will be uploading the .exe file to the box under the Level Design folder for you guys to link to. Now also as promised here are my questions for the survey.
-------------------------------------------------
(Mandatory at this point): Have you played a previous build of the Warnutz! game?
(Another mandatory thing for the end of the survey): Please include your comments, questions, and concerns you may have in regards to the game.
1) Were you able to obtain all the 'shinies' in the level? If not, explain.
2) In terms of health and upgrade pickups, were there any that you felt could be placed better? If so, what item and where? Why do you feel that way?
3) Were there too many enemies in comparison to the number of health packs?
4) In terms of accessibility, were there areas that were too difficult to reach? Areas you wanted to go but couldn't? Explain.
5) In terms of difficulty, how would you rate this level on a scale from 1-10? Explain.
--------------------------------------------------
I look forward to seeing everyone's questions and be sure to send out the survey and test when they become fully available.
We can make this game better, we have the skills, we just need to push ourselves further. I for one would like to continue development on this past the term so we can get a full game up.
Also, on a side note: What are we doing for the promotion. Website or box art? Also who would build the website or draw the box art. We should have considered this weeks ago and we're running out of time. We NEED one of those two items.
survey question for audio sound
1. Is the jump sound in the game good or bad?
2. How does the dying sound for both Hero and Enemy good or bad?
3. Health pack pick up sound good or bad?
4. Do you like the shovel hit sound? yes or no
5. Do you like the grass walk sound the hero squirrel make? yes or no
Programming test questions
1.) How responsive does the player character feel
2.) how easy is it to control yourself while in air?
3.) how do you feel about slowing down to attack?
Boura's 5 Questions
#2.... Do you know what the shiney objects are?
#3.... Are there anythings you feel are missing from the background?
#4.... Does the coloring seem consistent?
#5.... Is anything pixelated?
everyone it's document time
jump2 sound file
We have another jump sound file.
Trevor's UI
As for milestones from here on out, we shall be wrapping up the the game as a whole: menus, level design of level one, art, character, programming, ect. After class tomorrow we have just two more weeks. During these two weeks we will also be finalizing the design document and art bible. We also need to get a fully functional, and live website, with ads and I am not sure what else, but I hope to have Kim cover that in class tomorrow (or today since it is technically Thursday now).
On a side note, I was reading this article about how Portal came to be. You may have read it, but if not, I suggest reading it. Here is the link to it: Link
I hope that getting a website together and promoting our game might help us get in the same boat as the guys from Portal.
Wednesday, June 16, 2010
Porblems of an Ex-Artist
Yesturday Kim stressed the fact that I need to act like an artist. because I only got my grade 10 I don't know what that mean. If anyone knows please tell me.
If I find out that its one of those "Its best if you figure it out for yourself" type of things I'm going to be very upset.
new sound files.
Level 1 nearly done
I do have my doubts however. While we have started work on a second level, I don't think it will be ready by the end of the term which is a bit of a shame because I almost feel that the second level is much better than the first level in that we take advantage of the y axis more than we do in the first level. So for Thursday's critique Max and I are going to be working on the level flowcharts and finalizing them for both of the stages. Also we are going to be editing the stat sheet big time so that there is more challenge. One hit kills with the base weapon is dreadfully boring and defeats any purpose to upgrading your weapon.
On a side note, I feel that picking up an armor boost should automatically fill your health up to a certain point. Let's say you got full HP when you pick up the sherlock outfit, you're health is auto filled. However if you have some damage that will be reflected with the upgrade.
ex: Nerd HP = 8/10 ---> upgrade to nerd ---> HP = 18/20
That way, players aren't wasting their health pickups on restoring health that they didn't actually lose during combat.
Tuesday, June 15, 2010
Tue critique 6/15
These are the notes from the critique today with Kim.
Paul
Fix death animation for the character(lag after health reach zero)
Correct Boss label (flip inverted)
Perry
Tone down art style, too cartoony
Update weapon asset list
Todd
Loop sounds and keep length to no more than 3 minutes.
Shorten ring on the shovel sound.
Get rid of second thud on the landing sound.
Jump sound becomes the health sound.
Shorten the walking on leaves sound.
Shorten the trash can landing to one thud.
Shorten bench sound and loop.
Speed up and shorten grass sound.
Lionell
Learn to become an artist ( per Kim, sorry)
Jordan
Use the IK bone system in flash for animations.
Jacob
Change the XXX on the moonshine bottles (maybe skull with crossbones)
Trevor
Slowdown scroll on the credit screen and change text color.
Move logos to the right and move the scroll text to the left. (logos look of the page)
Make Team logo more transparent to blend with background.
Phil
Align the text, boxes, and items on the inventory screen.
Move the create box to the right square of the in-game hud.
Finish text in boxes for the items of invntory screen.
Redo the text on the Option screen .
Move the back button on the level select screen.
Everyone except Paul
Documentation for your area.
Monday, June 14, 2010
Option Screen Update 6/14
Now that graduation is over, lets get back to business. The problem I ran into with the option screen is what can we give the player control of. The scroll bar for the audio was my initial idea. But after talking it over with Paul, he says that it may not be possible to get it to work in time. So instead of wasting time on the scroll bar, lets put our time into making the rest of the game better. So thinking of what we can give the player control of, I thought of turning the audio on and off with buttons. I was considering using a cheat code addition if we had enough time to give the player more of a fun factor. Paul had one created for the first prototype and could possibly create another. Other than that, I don't know what other choices we can make available to the player to increase the funativity. We as a team need to review and make a decision.
Thanks, see you all Tue
Phil
aNIMATION PORBLEM
Because me and Jordon did not get together over the weekend, the animations aren't done. We haven't even started jet.
I just letting you guys know.
Friday, June 11, 2010
Hello Everyone ;) by Perry
sound files June 11,2010
This week in review
We also went over the new level design flow for the first level, and looked a few concepts. The new level concepts are interesting, but we should leave out have the squirrel "swim" as that would be a lot of work and it would also add a whole new game mechanic.
In regards to the menus, the tutorials are fully in the game and win / lose screens are in as a framework right now. I have to shorten and spell check the tutorials screen text. The tutorials screen is coded and fully working. Additionally the Lose screen is also coded and working. I would have liked to add the win condition if the player was to collect all of the shinnies just as a framework right now. I know that the actual win condition would be when when player defeats the main boss.
This is a list of everything that will be in-game by this upcoming Thursday:
- Sounds
- Pick-up
- Jump
- Land
- Walk on grass
- Background
- U.I.
- Win/lose (in-game now, but lose is the only one that works)
- Credits
- Inventory
- Level Select
- Level Design
- Level 1 finalized
- Level 2 block-in
- Characters
- All Trevor (main character)
- Cletus (little enemy)
- Weapons
- All enemy weapons
- Programming
- Animation system done
- Slider bar framework (for sound volumes)
- Win/Lose conditions (partially done since I have added the lose screen)
- All Boss AI
That is everything that must be in the game by this upcoming Thursday. If anything cannot be put in the game by Thursday, we have until Wednesday to change the milestones. Please let everyone know, either by email or blog post if a milestone has to be changed.
Jake's Milestones
Thursday, June 10, 2010
Game update
However, I have run in to a problem with the the lose screen. It comes up and everything, but it's spits out a really weird error that does not make sense to me. This version of the game is in Kim's drop box called prototype_trevor_6_10-1 or something like that. One last thing, I did clean up the library a bit, and nothing seems to have magically disappeared when I did that. If something did, Paul's version is in Kim's drop box as well.
I will post a recap of this week sometime tomorrow when I am more awake and can think straight.
Inventory Update 6/10
I forgot to upload my inventory screen to box, sorry. The idea is to keep it simple like the last shop screen. When a character gains a weapon, it goes into the inventory slot. This also applies to the armor upgrades. The inventory screen will allow the player to view and change all available weapons and armor as they see fit. At the bottom of the screen is the shinnies counter. When the player defeats a boss, they will collect a shinny. When the player collects all four shinnies, the level is complete. The appropriate shinny will go into the correct box. For example, if the player skips the first boss and beat the second boss, the second shinny will highlight in the menu. The artist still have to make it pretty, but this is my design.
Everyone go to box.net under the U.I. folder and take a look.
Thanks,
Phil
Wednesday, June 9, 2010
level assets are...
I also started to work on the pick up graphics... 2 are done and in my latest swf i posted... check it out... they actualy work