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Wednesday, June 30, 2010

Wrapping things up

As of yesterday, we have pretty much finalized everything that is going to be in our game. That means that all animations, weapons, level assets and design (which has been done for a while), Menus (art and design included), and sounds, are all finished, done, and IN THE GAME.

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!

Well near complete, pending on Max's stuff being completed. I got the flowchart finished for Level 1 section one. I do apologize that it's a really huge file, but I couldn't condense it any further without it becoming insanely confusing. But they are in Callery's Drop in the 6-29-2010 folder.

If you want the original PSD or VSD file let me know through any means you feel.

Attention All

Hello 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

Ahem.

My name is JordAn. With a capital "A". Never forget it again. Lionell.

home CS4 issues...

so... my home version of flash wont publish so i'm having trouble "testing" my changes... i was able to test a bunch of them, but right now i cant test the final product.  I'll show you all what i have tomorrow...

Weapons Update


Well guys so far that's 3 player weapons and 5 boss weapons the only weapon I have left is the shovel and I'm trying to work on the blade right now. What do you guys think of our weapons are they cartoony enough? It's weird how all of a sudden my color skills came out of nowhere its amazing ;) . If you guy check so far we have 6 enemy weapons so we need to choose which make the final cut.

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

Final Weapons


























































































































































Here's the final one for our razorblade pencil:

















The bat of trevor ;)
















JORDON!!!!!!

JORDON THE ARMS ARE UP!!!!!!

 THEY'RE ON BOX.NET!!!!!

GET THEM!!!!!!

....

I LIKE SPOONS!!!!

Milestones from 6_24


Its a bit late...


Friday, June 25, 2010

platforms platforms platforms platforms platforms platforms

Guess what I'm doing this weekend? I'll give you a hint... it starts with P and rhymes with hatforms... I'm attempting several things, and every time I change something I'd love it if you guys look in on it and give you my opinion.

Animation Update_v2

Currently there are three people working on animations me, Jordon, and Paul. I'm creating the bosses in a certain format; Jordon is creating the animations; Paul is cutting up the other suits so they can switch over.

We will work over the weekend on it "I don't know about Paul".

Animation Update

I am currently in class at the moment with Lionell workin' a lilbit on the animations for Otis, in which case after his are finished I will simply "port" them over into the other character enemies as well. Bubba the Boss will have his own set of animations as currently I believe he is supposed to be stationary(?) Anyhow, I will continue work on the enemies throughout the weekend and hope to have animations in for all the characters in their squirrely glory by Tuesday.

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

Me and Trevor have work together to combine the Team Inside Voice website and the team Inside Voice blog together in holy matrimony.

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

Hey everyone. I just wanted to let everyone know that we have an official website up for our game. Here is the link:

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

I know our weapons still need to be finalized because like all of you I'm not content on the way they look in game. I'm proud that finally I'm getting closer to cartoony style its been hard to change my habits but I'm determined to having great finished weapons for our game.

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

As everyone knows, we have to have a live and working website up by the end of term. I am going to be making a subdomain off of my website to host it. I will make sure to link to the blog here. Here is what I plan to have on the website:

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

Hello All,

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

So we're nearing the end now. For the most part level design is nearly complete. At least as far as level one is concerned. We have to run some fixes on the documentation we currently have. So now for your viewing pleasure, our 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.

I was not at school today. Still at work with the sounds for our game. Posted new sound file on Box net. These files are the four ambient back ground sound pick one to used in the game. Include the files I sent to Kim by email. The walk on grass, health pack pick up. Meat cleaver and trash can sound file. Let me know what you think with comments.

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?

Can we change any of the enemy weapons with placeholders? I have plenty of images that could be used they just need to be added. They may not be perfect but at least it would be different.

Tuesday, June 22, 2010

Tuesday mini critique notes

Hey guys, here are the notes that I took during our mini cirtique today.

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
 Menu
  • 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
Other things to fix or add
  • 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. 
That's all I have in my notes. If I missed anything, feel free to comment below.

Level Design Team Update

Lance will be continuing with the scenrio flow charting of our first level.

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...

Hey guys, I'm not feeling so hot... I've finished working on my assets, i tried to come up with a way to improve the look of them all.  Please, play the version I put up on box and give me feedback.


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 got my stuff done as per the awesome chart Lionell provided; fixed the AI bug, made bosses drop shiny things made the health scale when you switch outfits (POSSIBLE GAME EXPLOIT: take damage in a high-health outfit; switch to a low-health outfit to heal), made the health numbers display on the hud, along with the shiny count.

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

The ambient city sound,health pack pick up sound and jump sound. Meat cleaver, Trash can sound, walk sound.Shovel hit sound. Enemy,hero die and hit sound are posted on box net. The file is called new sound zip. I want to thank Lionell and Paul for their help on Saturday Lionell created two ambient music sound and character voice sound. Paul did the character voice die sound and voice jump sound.

Saturday, June 19, 2010

Weapons Update




























































































































































































































































I'm finally getting the style its a miracle WOOOO... The weapons are looking pretty good all I need to do with the 1st 4 weapons is to give the final two some dark line for the outline. Then I can jump to the next 4 weapons :) . Here's a sneak peak and I need to clean up thatstuff near the handle of the bat. I hope I did this one right ;) . I was looking at an horseshoe that was in my backyard.

Quick Question

I have a question are we having lines in our assets still? I'll make the weapons one will have black an outline and another version without .

Working...

I had also run into some issues and also apologize for the late post, but I will post and... hm. Well I don't know what much to talk about other than... Yes, it is clear that I have a lot of work myself in order to get the game looking anywhere near its final stage, as the animation is an integral part of the fun and feel of the game.

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

Since the storm has rolled in, my Internet has been going in and out on me. I've been trying go post this since 11:30pm. I am typing this on my phone in hopes that it will post now. Sorry for any spelling errors in advance also. I realized earlier today that a few of the menus need to have the art updated. So that is something I will be working to have done hopefully for Thursday. It should not take long. I will also realign the inventory screen when the art has been created for it. That is all for now and I am sorry for the late post.

Friday, June 18, 2010

This is this weeks Milestone list

Trevor UI survey questions

1) Did you get ever get lost while navigating the menu's? If so, explain where.

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

I'm just going to go down the list of sounds we listened to and what the feed back was.

#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

Hello again,

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

The Update so far is that I've been working with the bat and the shovel already and I really don't want to post the images yet until their finalized. I'm working my best to get our weapons to our art style I won't stop giving everything I have to making these weapon's Player/Enemy the Best I can possibly make.

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

1. Do these weapons suit our game? Cartoony/or too realistic?

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

Yes, I already have an update for you guys. I have already started composing our full survey and it's about 20 so questions at the moment. I will continue updating it through tomorrow night. The cutoff for new questions is 11:30 PM tomorrow night. No new questions will be accepted as I plan to have it finalized at that time and sent out to my testing group. Below are the links for you guys to share when it's time.

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

  1. Does the in-game hud give you enough information?
  2. Does the inventory screen simplify of complicate item swapping?
  3. Does the level select screen give you clear direction?
  4. Is it clear where the buttons are in the level select screen?
  5. Does the main screen give clear direction of choices?

Survey Questions - Level Design

As you know due to me stressing the fact. I want you all to have some questions together before the end of the day tomorrow (tonight preferably). Five per group or individual. more questions are always welcome. I will be composing the full survey tomorrow night and sending it out as well to those I can get to test.

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

here are my five survey question for the sound in our game.

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

I can't really think of too many questions to test for but here is what I came up with. If anyone else can think of anything please feel free to comment.

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

#1.... Do you know what you are picking up?
#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

Anyone who made sketches about anything this term needs to give it to me. he bible is getting ready for tonight. "Its prom night".

jump2 sound file

Jump2 is complete it is not posted on box net. Because I want to test it with the other sound files in class today. I created jump2 as an extra sound file to give the team two option. If the team do not like the current remake of the jump sound posted on box net.
We have another jump sound file.

Trevor's UI

The win and lose screen frameworks are in the game. I have given Paul the credits screen framework to put in the game. I will be editing the credits screen to fit the rule of thirds better, or just redo it using another early sketch. I have determind the setting for the credits screen though. I am going to use the archway in the first level as the area where the credits will scroll. I am still toying with where to put the team project and game logo's though.

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.

I just posted the new sound files on box net for the team test. I made new files for the hero,enemy squirrel dying. New ambient city sound the file is short and not big. I made a grass run walk file, new jump file. All files have been remade and changed according to the feed back from Jacob and team members on Tuesday June 15, 2010.

Need a vote by Perry







I know we already have a background but I was thinking maybe this background will help our level. This could help us for our crit tomorrow all you would need to do is import over image and it will be done . The choice is up to all of you. Let's vote ;)


You need to put this in.

Look at it in game.

Level 1 nearly done

So at the moment I think that we have a finalized version of level one. the only things needed for this is the re-addition of the player and enemies as well as a fourth shiny. We also need to add a real grass like layer instead of having a generically bad green bar at the bottom. Otherwise we are nearly complete with level 1 and work has begun on a second level.

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.

Grass Goes Into Game by Perry




I got the grass for our level done it just needs to be placed and scaled into our prototype.

Tuesday, June 15, 2010

Tue critique 6/15

Hey all,

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

Hello all,

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

Remake of Player Weapon by Perry




Trevor wanted me to redo our acornhammer so here it is.

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

I need to still try to make the fish look better before next thursday. I want the weapons to look amazing for all players to be like oh my God the enemy is using WHAT? With help from my mentor Ken with some amazing tutorials I created these newer weapons ;) . I will be an concept artist. These Weapons will strike fear in those who play lol.

sound files June 11,2010

I made adjustment to the sound files according to the feed back from the team on Tuesday June 8. The new sound are posted on box net look for new game sound files3. I am still working on the jump sound. May need to create one using the keyboard in the recording room at school.

This week in review

This past Tuesday, we had a mini critique. We went over everything, in-game and not in-game, sounds, new level design, art, the new animation system, and menus. I feel that the cirtique could have gone better, but at least we were all able to see what everyone was working on. It helped me a lot to hear all of Todd's sounds to best determine if they fit the name of the files. There were a few sounds that we swapped the names of to fit another weapon or ambient sound.

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

So my milestones have changed... I was able to repurpose old assets for the most part... i only had to add very few new ones, and alter even fewer.  So the current milestones I had arnt right.  I'll re-do them as soon as possible.  The level assets are all done and in level, now im just working on gameplay items like the pick ups

Thursday, June 10, 2010

Game update

I took it upon myself to add a few menus to the game and code them to work. I have added the tutorial screen to the game and have coded it to work. Right now there are the controls, collecting, and objective parts on the tutorial screen are all on the same screen, but it's one big mess of text. I have to go back and fix that to make it cleaner. I have also added the framework for the win and lose screens. Additionally, I have coded the lose screen to come up as I was unable to figure out how to have the win screen come up after collecting all three golden nuts (soon to be shinnies).

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

Hello All,

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

Horseshoe,Cleaver,Fish by Perry


























































Win and lose concepts

These are some ideas I was working on. Tell me whatcha think









Wednesday, June 9, 2010

level assets are...

DONE.... at least the environment ones... If there are any problems with placement or etc, let me know and i'll fix it.

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

Tuesday, June 8, 2010

another level 2 concept

Here's another concept for level 2



L2 Sketches

For everyone's viewing pleasure! I came up with a few level sketches for our beach level.



Flyswatters by Perry











Horseshoes & icepick ColorTest by Perry





































Meat tenderizer & Cleaver ColorTest by Perry