Hello All,
I just loaded the new level select screen up to box.net. I just need Lionell to work his magic on the placeholders. I was going for a typical squirrel action that the player can identify. Everyone has seen a squirrel run on a line before in their life. So my thought process was to include that into the menu. Paul says it may be possible to animate the little squirrel, but it is not a high priority. Everyone take a look and see what you think.
Phil
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Monday, June 7, 2010
Sunday, June 6, 2010
Level 2 concepts and future ideas
So part of our milestone was to concept out some level ideas for the second level. For me I decided to concept some beach level ideas out and was curious. Is it possible to do the following things:
Considering it's a beach level we should let the player do some swimming in all directions, and we should have a breath timer for the squirrel (like how Sonic can't be underwater for a certain time period or he dies). How difficult would it be to incorporate multi way swimming and a timer?
I know it's more work for animation and programming, but I think it would be cool to have for the beach level.
Another thing I wanted to bring up was for a future level based on the level select screen. For the volcano stage I thought of a fairly cool idea to add more challenge to the level. What if in the background player's can see a volcano erupting every so often and shortly after it erupts volcanic debris falls down in the playing field and the player has to avoid it. I think that would add some much needed challenge as well.
Just some ideas to mull over. I think they're nifty ideas that will add some challenge.
Considering it's a beach level we should let the player do some swimming in all directions, and we should have a breath timer for the squirrel (like how Sonic can't be underwater for a certain time period or he dies). How difficult would it be to incorporate multi way swimming and a timer?
I know it's more work for animation and programming, but I think it would be cool to have for the beach level.
Another thing I wanted to bring up was for a future level based on the level select screen. For the volcano stage I thought of a fairly cool idea to add more challenge to the level. What if in the background player's can see a volcano erupting every so often and shortly after it erupts volcanic debris falls down in the playing field and the player has to avoid it. I think that would add some much needed challenge as well.
Just some ideas to mull over. I think they're nifty ideas that will add some challenge.
Saturday, June 5, 2010
New Hud Idea, Saturday 6/5
Hello All,
The problem with the old hud was the acorns. So while talking to Trevor about what we should add, we came up with the cache case. I have put in a placeholder for now till the art team can draw up the real one. The old hud can stay and I took out the static text box that was no longer in use and put in the placeholder for the cache case. Since the weapon and armor will be scattered in the level, we created the cache case to hold the shineys the player collects from the bosses. The weapons and armor will automatically change when the player picks them up. So the only use for the hud that we could think of was to make a shineys counter. The four shineys are needed to go on to the next level. I have placed the swf file in the u.i. folder since the fla file won't load up. Everyone take a look and see if you agree.
Thanks,
Phil
The problem with the old hud was the acorns. So while talking to Trevor about what we should add, we came up with the cache case. I have put in a placeholder for now till the art team can draw up the real one. The old hud can stay and I took out the static text box that was no longer in use and put in the placeholder for the cache case. Since the weapon and armor will be scattered in the level, we created the cache case to hold the shineys the player collects from the bosses. The weapons and armor will automatically change when the player picks them up. So the only use for the hud that we could think of was to make a shineys counter. The four shineys are needed to go on to the next level. I have placed the swf file in the u.i. folder since the fla file won't load up. Everyone take a look and see if you agree.
Thanks,
Phil
audio sound document
Saturday June 5, 2010 I update a new audio sound document the files are on box net.
For the team view, there are two files one list the files names that are in our game.
The other talk about how I create the files they are all royal free and list the Web page that I got the files from.
For the team view, there are two files one list the files names that are in our game.
The other talk about how I create the files they are all royal free and list the Web page that I got the files from.
Saturday June 5
Perry made some great points in his comment on the sound files. I am going to create a tree branch walk sound.The character cannot use the grass sound in the tree. I turn up the jump sound volume a little. I lower the landing sound volume and made more changes to the pick up sound. As for the grass walk sound being long it will only play when the character is walking on the grass. The new sound files are on box net for the team to view and make comment.
Friday, June 4, 2010
The Animation Update
Hello everyone, I'm not dead or anything; still feeling down in the deepest of dumps but... tomorrow I will be at school and will finally be able to scan everything and digitize it.
Since I've missed the last week I figure what I should do throughout the weekend is to finalize the enemy animations and continue work on the Boss animations. I can see that there are still ideas forming about what the boss will actually look like, and as far as the weapon is concerned, I really like the cleaver "with a face". That's got the kind of silly humor we are looking for, and I will keep that in mind as I continue the animation process. See you Tuesday.
Since I've missed the last week I figure what I should do throughout the weekend is to finalize the enemy animations and continue work on the Boss animations. I can see that there are still ideas forming about what the boss will actually look like, and as far as the weapon is concerned, I really like the cleaver "with a face". That's got the kind of silly humor we are looking for, and I will keep that in mind as I continue the animation process. See you Tuesday.
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