The game was developed through some brainstorming of various group members. the process was blue sky, brainstorming, and then paper prototype.
The game mechanic stayed the same, but the milestones changed a little.
Talk it over as a group and solved it.
The process is simple layout with various task that needs to be completed.
I worked on the level map prototype
I worked about 2-5 hours.
No problems with team members.
Thursday, April 30, 2009
They're waiting for you Gordon...in the test chamber...
"Week 2 - post 3"
HOW TO TEST IT…
(please refer to the "P.P. BOMB" post below for design details. Click the picture for a larger image)
The game is based off of one six sided die and a series of conditions based off of number ranges. The player (while on the ground / walking) has free reign of movement, (they do NOT roll the die to move).
The player can only jump 2 squares straight up. The one they are initially on and the one directly above it. When jumping forward, they can jump to the adjacent square. If there is “land” anywhere in the next square the player will land there.
The dino's position is updated every time the player "moves". That is, the player cannot simply state that they are moving to the cliff and attempting to jump. This would be considered two moves, one, to move to the cliff face, the other, to jump.
The dino's position updates according to how many positions the player moves, and continues to patrol the area it's in (once the dino hits the edges of the screen it turns around and goes the other direction).
The player has to be within 2 spaces to fire/shoot the dino (left, up, right, firing positions).
The player can only shoot directly up and in front of themselves; the player needs to roll a 4 or higher in order to successfully tame and mount the dino.
Once mounted, a timer starts (in P.P. version, there are 15 seconds of total riding time while each space on the map represents 3 seconds of travel time) and the player has a choice to exit (this level demo) or explore.
When the player is riding the dino "they" have free reign of movement as well.
Picking up the "food" gives the player an extra 2 seconds of control over the dino mount. If time expires before the player reaches the exit the player then falls back to the ground (or into the pit) and the dino resets its position and must be re-tamed.
The food however does not reset, similar to the air cans in doom 3. They help the player get through situations without oxygen but are not required to get the player to the goal.
HOW TO TEST IT…
(please refer to the "P.P. BOMB" post below for design details. Click the picture for a larger image)
The game is based off of one six sided die and a series of conditions based off of number ranges. The player (while on the ground / walking) has free reign of movement, (they do NOT roll the die to move).
The player can only jump 2 squares straight up. The one they are initially on and the one directly above it. When jumping forward, they can jump to the adjacent square. If there is “land” anywhere in the next square the player will land there.
The dino's position is updated every time the player "moves". That is, the player cannot simply state that they are moving to the cliff and attempting to jump. This would be considered two moves, one, to move to the cliff face, the other, to jump.
The dino's position updates according to how many positions the player moves, and continues to patrol the area it's in (once the dino hits the edges of the screen it turns around and goes the other direction).
The player has to be within 2 spaces to fire/shoot the dino (left, up, right, firing positions).
The player can only shoot directly up and in front of themselves; the player needs to roll a 4 or higher in order to successfully tame and mount the dino.
Once mounted, a timer starts (in P.P. version, there are 15 seconds of total riding time while each space on the map represents 3 seconds of travel time) and the player has a choice to exit (this level demo) or explore.
When the player is riding the dino "they" have free reign of movement as well.
Picking up the "food" gives the player an extra 2 seconds of control over the dino mount. If time expires before the player reaches the exit the player then falls back to the ground (or into the pit) and the dino resets its position and must be re-tamed.
The food however does not reset, similar to the air cans in doom 3. They help the player get through situations without oxygen but are not required to get the player to the goal.
Wednesday, April 29, 2009
Update
At the last team meeting it was decided that there would be no in game interface. For our game we would like to incorporate the new trend of no GUI that many games are starting to adopt, however the player does require information, so a classic technique will employed to keep the player informed.
The player will have no health bar. Instead, they will have lives, as in many other classic games, and be able to collect special pieces that will, if they collect a certain amount, give them an extra life. If the player dies they begin the level over from the beginning or from the last “check point” they reach in the level.
At the beginning of each level and every time the player dies a screen will come up that will inform them of what level they are on, how many lives they have currently, and how many of the special pieces they have collected thus far from the level as well as how many special pieces they didn’t collect.
Examples made using placeholder art for realism:
1. Information on a black screen.

2. Information on a background

My next step as an interface designer for the group is to begin research and chart the most effective flow for the menu screens for the beginning of the game. Start screen, etc…
After that is completed to satisfaction, the actual menu design process can begin.
The paper prototype presented by Justin and Joseph looks pretty solid in terms of expressing our mechanic and would be easy to create in time for thorough testing. Questions about the presentation of the prototype to testers will be posed in the next team meeting.
As a side note I would like to say that while we are hitting our milestones I agree that our team could kick up the pace a notch and exceed our original goals despite our other classes and their workload.
The player will have no health bar. Instead, they will have lives, as in many other classic games, and be able to collect special pieces that will, if they collect a certain amount, give them an extra life. If the player dies they begin the level over from the beginning or from the last “check point” they reach in the level.
At the beginning of each level and every time the player dies a screen will come up that will inform them of what level they are on, how many lives they have currently, and how many of the special pieces they have collected thus far from the level as well as how many special pieces they didn’t collect.
Examples made using placeholder art for realism:
1. Information on a black screen.

2. Information on a background

My next step as an interface designer for the group is to begin research and chart the most effective flow for the menu screens for the beginning of the game. Start screen, etc…
After that is completed to satisfaction, the actual menu design process can begin.
The paper prototype presented by Justin and Joseph looks pretty solid in terms of expressing our mechanic and would be easy to create in time for thorough testing. Questions about the presentation of the prototype to testers will be posed in the next team meeting.
As a side note I would like to say that while we are hitting our milestones I agree that our team could kick up the pace a notch and exceed our original goals despite our other classes and their workload.
Sounds good
I also agree with the below posted idea for the paper prototype, it sound like a good solid idea that will easily get the mechanic going and tested! (Also I have some sketches and concepts to post up next time I post, and I've got afew questions i'd like to ask the team in class tomorrow.)
I agree
I agree this should be our paper prototype because it’s seems that it can work for the game we will be creating and we will have more time to test the prototype will be a plus for our group. The quicker we get the ball rolling the quicker we can get to the next stage.
Tuesday, April 28, 2009
Fastest sprint ever!
Week 2/post 2
I'm not trying to be a Richard, but I'm going to be Frank. I personaly feel the group isn't where it should be by now. Of no fault of anyones of course but I feel we should have had the paper prototype done by now. Even though the milestone list gives us until the end of this week let's not kid ourselves we'll need a week to test the P.P. and get the green light from Kim. The sooner we can get the o.k. the sooner production can begin. I'm sure we all have our fair share of work to do in other classes so we should knuckle down and get the ball rolling.
I feel the P.P. listed a post below this one should be adequate and not require major reconstruction. The mechanic of the game is simple enough that I don't think we need to focus on building too indepth of a P.P. to incorporate anything other than the PURE MECHANIC of our game.
I'm not trying to be a Richard, but I'm going to be Frank. I personaly feel the group isn't where it should be by now. Of no fault of anyones of course but I feel we should have had the paper prototype done by now. Even though the milestone list gives us until the end of this week let's not kid ourselves we'll need a week to test the P.P. and get the green light from Kim. The sooner we can get the o.k. the sooner production can begin. I'm sure we all have our fair share of work to do in other classes so we should knuckle down and get the ball rolling.
I feel the P.P. listed a post below this one should be adequate and not require major reconstruction. The mechanic of the game is simple enough that I don't think we need to focus on building too indepth of a P.P. to incorporate anything other than the PURE MECHANIC of our game.
P.P. BOMB!
!Dual Posting!
Justin Mac Auley / "Week 2 - post 1"
Joseph Serra / "Week2 - post 2"
Ok...here is the deal. This is the Paper Prototype (actually a plastic wall prototype). You can use this on your own...for your / our testing purposes. This is testing the core mechanic of taming and riding dinosaurs to obtain your goal (possibly in the most simplistic manner). However this methodology can be used to test "the entire level." It is based off of one six sided die and a series of conditions based off of number ranges. The player (while on the ground/walking) has free reign of movement, (they do NOT roll the die to move) also, when the player is riding the dino "they" have free reign of movement as well. The dinos position is updated every time the player "moves". That is, the player can not simply state that they are moving to the cliff and atempting to jump. This would be considered two moves, one to move to the cliff face, the other to jump. The dinos position updates according to how many positions the player moves, and continues to patrol the area it's in (once the dino hits the edges of the screen it turns around and goes the other direction). The player has to be within 2 spaces to fire/shoot the dino (left, up, right, firing positions). The player can only shoot directly up and in front of themselves; the player needs to roll a 4 or higher in order to successfully tame and mount the dino. Once mounted, a timer starts (in P.P. version, there are 15 seconds of total riding time while each space on the map represents 3 seconds of travel time) and the player has a choice to exit (this level demo) or explore. Picking up the "food" gives the player an extra 2 seconds of controll over the dino mount. If time expires before the player reaches the exit the player then falls back to the ground (or into the pit) and the dino resets it's position and must be retamed. The food however, does not reset similar to the air cans in doom 3. They help the player get through situations without oxygen but are not required to get the player to the goal.
Justin Mac Auley / "Week 2 - post 1"
Joseph Serra / "Week2 - post 2"
Ok...here is the deal. This is the Paper Prototype (actually a plastic wall prototype). You can use this on your own...for your / our testing purposes. This is testing the core mechanic of taming and riding dinosaurs to obtain your goal (possibly in the most simplistic manner). However this methodology can be used to test "the entire level." It is based off of one six sided die and a series of conditions based off of number ranges. The player (while on the ground/walking) has free reign of movement, (they do NOT roll the die to move) also, when the player is riding the dino "they" have free reign of movement as well. The dinos position is updated every time the player "moves". That is, the player can not simply state that they are moving to the cliff and atempting to jump. This would be considered two moves, one to move to the cliff face, the other to jump. The dinos position updates according to how many positions the player moves, and continues to patrol the area it's in (once the dino hits the edges of the screen it turns around and goes the other direction). The player has to be within 2 spaces to fire/shoot the dino (left, up, right, firing positions). The player can only shoot directly up and in front of themselves; the player needs to roll a 4 or higher in order to successfully tame and mount the dino. Once mounted, a timer starts (in P.P. version, there are 15 seconds of total riding time while each space on the map represents 3 seconds of travel time) and the player has a choice to exit (this level demo) or explore. Picking up the "food" gives the player an extra 2 seconds of controll over the dino mount. If time expires before the player reaches the exit the player then falls back to the ground (or into the pit) and the dino resets it's position and must be retamed. The food however, does not reset similar to the air cans in doom 3. They help the player get through situations without oxygen but are not required to get the player to the goal.

Sprint for the Finish!
The Sprint for this week is the paper prototype. We want to have one finished by the end of this week and tested over the weekend. The sprint has been broken up by daily goals that can be fit into the teams varied schedules.
Paper Prototype Sprint
Tuesday: Brainstorming and Organization
Wednesday: Concept Idea with details (Blogged)
Thursday: Convene and select finalized Prototype
Friday: Complete Paper prototype for weekend testing.
Paper Prototype Sprint
Tuesday: Brainstorming and Organization
Wednesday: Concept Idea with details (Blogged)
Thursday: Convene and select finalized Prototype
Friday: Complete Paper prototype for weekend testing.
Monday, April 27, 2009
Play Time!
"Week 2 - post 1"
Here is a screenie from Flash. The green blocks detect collision on all sides, the purple are jump thru platforms, red ones are killzones, and blue is a floor that works similar to the jump thru's. I just thru a quick doodle of some art in the lower left corner. Basically to demonstrate the "quickness" of this design. Level design plays with the blocks (drop alpha), and the Artist "draws" on the Art Overlay layer. It's got some other goodies too. We'll discuss more on Tues. Have Fun!
Here is a screenie from Flash. The green blocks detect collision on all sides, the purple are jump thru platforms, red ones are killzones, and blue is a floor that works similar to the jump thru's. I just thru a quick doodle of some art in the lower left corner. Basically to demonstrate the "quickness" of this design. Level design plays with the blocks (drop alpha), and the Artist "draws" on the Art Overlay layer. It's got some other goodies too. We'll discuss more on Tues. Have Fun!

Friday, April 24, 2009
Oh yeah!!!
"Week1-post2"
I also have been working on getting "us" into three very nice sound recording establishments. One is "hell studio mt. clemens MI" I have pretty much free reign to the usage of sound equipment (including pro tools)at this particular location. The other places...I'll have to tell yall in our next meeting (you'll understand then, why I'm not saying now). Other than that, drink beer and jam out with your...uh...clam out?
I also have been working on getting "us" into three very nice sound recording establishments. One is "hell studio mt. clemens MI" I have pretty much free reign to the usage of sound equipment (including pro tools)at this particular location. The other places...I'll have to tell yall in our next meeting (you'll understand then, why I'm not saying now). Other than that, drink beer and jam out with your...uh...clam out?
Hello!
"Week1-post1"
Finally in a team. Excited! I'm directing my attention to audio and programming. On a serious note: I really look forward to doing everything I can to help the team make this project a success. I have quite a bit of platform code already: some nice blocks that are clean and bug tested. I have a nice collision setup that will make level design a breeze. I'll bring working/playable examples to our next class. Anywho! Rock out with your....uh...thing...out.
Finally in a team. Excited! I'm directing my attention to audio and programming. On a serious note: I really look forward to doing everything I can to help the team make this project a success. I have quite a bit of platform code already: some nice blocks that are clean and bug tested. I have a nice collision setup that will make level design a breeze. I'll bring working/playable examples to our next class. Anywho! Rock out with your....uh...thing...out.
Thursday, April 23, 2009
Go time!
I've been assigned the art director, and will be working on concept art and character design/animation. Fun stuff! I'm pretty happy with how our team is laid out and have high hopes for us.
I'll be spending the weekend digging through various dinosaur books and drawing up some vague concepts for both the aliens and the dinos. I'd also like to establish a nice list of what dinosaurs would work well and what ones would not. Probably a good idea to establish a style and go over it with the team. I'll be posting all kinds of fun art things and would absolutely love to hear input from the rest of the team on what they think about the style, I'm more than willing to take all and any suggestions from the team!
Though for now, time to art!
I'll be spending the weekend digging through various dinosaur books and drawing up some vague concepts for both the aliens and the dinos. I'd also like to establish a nice list of what dinosaurs would work well and what ones would not. Probably a good idea to establish a style and go over it with the team. I'll be posting all kinds of fun art things and would absolutely love to hear input from the rest of the team on what they think about the style, I'm more than willing to take all and any suggestions from the team!
Though for now, time to art!
And they're off!
The final groups have been chosen in class and I like how balanced ours has turned out. I hope for good things and few issues.
I have been appointed the Game Producer of our project as well as the Interface designer. I will be hitting the SNES and SNES emulators this week. I'll have to do some research on the various interfaces of the side scrollers. I'll have to eee what works and create something that will be slightly familiar to the younger audience but still have sound artistic design. For more recent subjects I'll see what I can find on the Nintendo DS in terms of side scrolling adventures.
First however is the budget, I'll need to make a list.
Notes to Self:
Speak to Doc B. about the Production program Kim mentioned in class.
Ask Kim about documentation formats for budgets and business plans, maybe ask for past examples.
I have been appointed the Game Producer of our project as well as the Interface designer. I will be hitting the SNES and SNES emulators this week. I'll have to do some research on the various interfaces of the side scrollers. I'll have to eee what works and create something that will be slightly familiar to the younger audience but still have sound artistic design. For more recent subjects I'll see what I can find on the Nintendo DS in terms of side scrolling adventures.
First however is the budget, I'll need to make a list.
Notes to Self:
Speak to Doc B. about the Production program Kim mentioned in class.
Ask Kim about documentation formats for budgets and business plans, maybe ask for past examples.
week 3
On Tuesday posted the other game ideas for our group.
Presented on the Green light on Tuesday.
Started the next team project with the new group on Thursday.
Will be starting the process for the game this week.
Presented on the Green light on Tuesday.
Started the next team project with the new group on Thursday.
Will be starting the process for the game this week.
Rough Timeline/Milestones
Everything subject to change :D
Total Weeks - 7
Week 3 - Form Teams, Assign Roles, Do Stuff
Week 4 - Game Mechanic fleshed out
Rough paper version of Mechanic
Concept work (character, interface, and level, background)
Week 5 - Game concept art
Final concept work (interface, character, level, background)
Paper Prototype
Documents - Budget, tests, timeline, plan
Week 6 - Rough beta version of Mechanic
Begin finalization of level and character design
Audio direction
Week 7 - Blocked out programmer art level with mechanic
Separate final level layout (tutorial level)
Audio for tutorial and events (jumping, shooting, dieing, etc.)
Final character designs
Rough idea of character animations
Week 8 - Add art to programmer level
Final audio for events, maybe music for level
Final tutorial level design
Level Assets (non interactive assets, trees, ground, etc.)
Week 9 - Working Tutorial Level
Presentation
Week 10 - Final Polishing for end of class.
Total Weeks - 7
Week 3 - Form Teams, Assign Roles, Do Stuff
Week 4 - Game Mechanic fleshed out
Rough paper version of Mechanic
Concept work (character, interface, and level, background)
Week 5 - Game concept art
Final concept work (interface, character, level, background)
Paper Prototype
Documents - Budget, tests, timeline, plan
Week 6 - Rough beta version of Mechanic
Begin finalization of level and character design
Audio direction
Week 7 - Blocked out programmer art level with mechanic
Separate final level layout (tutorial level)
Audio for tutorial and events (jumping, shooting, dieing, etc.)
Final character designs
Rough idea of character animations
Week 8 - Add art to programmer level
Final audio for events, maybe music for level
Final tutorial level design
Level Assets (non interactive assets, trees, ground, etc.)
Week 9 - Working Tutorial Level
Presentation
Week 10 - Final Polishing for end of class.
Cast and Crew
Team Strengths
Adrianna Dimech - Management and Documentation, Interface Design.
Jamal King - Level Design, Program Scripting
Justin MacAuley - 2D Assets and Animation
Joseph Serra - Audio, Program Scripting
Shelby Flagg - Concept, Art and Animation
Team Roles
Game Producer - Adranna Dimech
Programming Lead - Justin MacAuley
Level Design Head - Jamal King
Art Director - Shelby Flagg
Audio Director - Joseph Serra
Game Mechanic(s) - Riding, Shooting , Collection
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