Tuesday, June 30, 2009

Smoky

I don't recall having talking/agreeing about having flames with the smoke. As for looking at broken electrical wires for references... that did not work. I have been using sparklers as a references to the sparks. Since it is coming close to July 4, fireworks and sparklers as the best bet for our sparks. Back to the smoke...... I have been working on a final design for the smoke and I am still trying to smooth it out.

Updated the smoke so check it out.

Important Update!

Shelby: I need a waist up picture of Zalien giving a thumbs up or the completed Idle colored animation. I know you have a bit on your plate so either would work though the static image would be preferred.

Malina: I need the flash file and Assets from the current Main Menu as well as the Vine used in the level . The team voted and the Sketch that you should make final is the one where the aliens heads are showing as they sit in front of the console with the information projected there. Keep the "skin" of the Main Menu screen. The fastest way would be to copy the main menu screen, if the components are seperate, and delete the parts that aren't necessary (Earth BG on screen, Zalien, buttons) and add in the new components (back view of Zalien heads, Text info on console BG).

Krissy:

1. We reviewed each other's work today and agree that we need the smoke to not just flow upward but be a continuous screen as well. If the player stands and stares at the ship for 3 minutes the smoke should be able to look realistic and smooth. So more frames and make sure that your animations all loop.

2. Your sparks look a little too "cartoony" and the colors seem a bit flat. There should be multiple colors that make the sparks look like they are sparking on screen. Try referenceing broken electrical wires.

(We do like where you are going with this Krissy I just wanted to make this post short and sweet with what the team and I specifically need for the interface.)

NOTE: I need these things before midnight tonight!

Not in class ....

Even though I told you guys last week, I am not going to be in class today (yes I know that the post is late). But I should be in capstone though if any of you guys have anything questions for me.

Monday, June 29, 2009

A few sketches...

I'm posting them to the BOX. I have been doing some hardcore research on similar games and their level designs. I will bring some of my sources tomorrow to class and continue development. I will continue to develop Level 1 in conjunction with the team's input. If anyone has questions, comments, or concerns...you know what to do.

Some more stuff

Been working on the spark and smoke animation. I believe that the spark one is done, but need your guys opinion on it before I say done on it. Been having some problem with the smoke animation, but I think it is getting there would need to work on it some more making the animation a little bit smoother.

So check out box.net for the new animations - The new files will have a number at the end of the name.

Comments?

Iterated Sketches.

I drew two versions of each of these ideas. One for when the player dies before finishing the level and one for when the player finishes the level successfully. Each of these designs can be tweaked so that they are universal for both outcomes.

Also I included a list/chart with ideas how to give the player the Stat information, I would appreciate input as to which of these would be preffered by the team. If you are confused by what I mean and example would be:

Do I use a (x) symbol after the word Lives or a (:)?

Should The word "Item" be used in the screen or should just an image of the collectable item be shown with a number next to it?

Note that this can also be duplicated with the lives information. A picture of Zaliens head or shadow of his full body with a number of lives next to the image.





In this set I decided to try using the same method as many other side scrolling games of the SNES era, such as megaman, and show a solid colored background with the information on the screen for the player to read and an image or symbol decorating some of the space, in this sketch the image on the bottom right hand corner. If the player dies before completing the level it shows the still broken crashed ship with a white flag of surrender staked outside. If the player successfully completes the level it an image of a triumphant Zalien, again giving the thumbs up, is shown.



In this set I iterated on the idea of showing the level as a background image but instead of it being seen from the outside of the ship it is seen from the inside through the same console that the player saw in the main menu. If the player dies it shows the information on a broken version of the console with the wildlife creeping into the ship. If the player successfully passes the level Zalien is outside the ship giving the thumbs up to those "inside" the ship, i.e. the player/alien scouts still inside the ship.



In this version I iterated on the idea of a crashed ship being part of the imagery. The background is an image of the environment for whatever level the player was on such as Deep forest, caves, plains, desert, etc.... but the information is presented to the player from a console connected to, or accessed from, the outside of the ship, generally utilized for repairs in case of damage to the vessel. If the player is dies the image flashed is of the ship still damaged and in need of repairs. If the player passes the level The ship is slightly or fully repaired, the "sparkles" do not have to be a part of the final design they where put there to help illustrate the idea to the team that the ship is in better condition. One interesting, but complicated, idea I had was that for every level if the player passes it shows the ships repair in various stages. For example, if the tutorial level is passed the ship would only have the glass components fixed, in the second level, another part is repaired and so on until in the final level the screen is that of the aliens taking off.



I have tried to keep the emphasis in the in-game screens that of the information itself and the reason why the player is collecting these items in the first place. At the moment the collectable items are only being used to "reward" the player for taking certain actions in the level and do not actually do anything or have any sort of effect on the player. The repeated attempts to include the environment from the levels in the interface are to prevent the sort of disconnection from the gameplay a purely technological based interface might cause.

Crazy Angles

So I've uploaded the swf file for my current work. I will get cracking on it more tomorrow. Hopefully you understand what's going on. GOODNIGHT CLEAVLAND!!!!

Sunday, June 28, 2009

and the man said...let there be power!

Finally! I have electricity again. I tell ya, it's been a crazy week...wtf!? Anywho, I've been sketching Level 1. I have been including the "box" style layout, (current). I've also been working with slope designs (for the future). In the event if we change the physics; the tutorial level changes will not be a problem, just a little time consuming. For the most part, things are almost going as planned. However, I am behind do to the recent circumstances. I will catch up. All of my latest work will be posted tomorrow, 6/29/09.

So small update

I did another sound for the background and I think I like this one better. It is raw and I will clean it up later today. Just to let you guys know.

Attention Justin

So apparently I can't sleep unless I write this post. So here we go:

When you programmed the animation code I'm wondering how specific you got with it. Most of the player.as file uses the thisPlayer variable. This is to make it more dynamic. A thought would be to use this variable. I don't know if you are or not but since the player walks on top of the raptor while riding it I'm going to guess not. If you are then our code is not doing what it's supposed to. That might be a problem.

Saturday, June 27, 2009

Small (very small) Update

So Tom, what have you been doing?

Good question Tom. I have been working on new top secret collision code. I'm trying to make it so we can have hills and such to walk up and down. This way our terrain feels more Earthly and less Tetrisy.

So it turns out I've been using trigonometry to do this. The idea is to get the x and y positions of the player when they land on the ground. Based on how high and far they are you can get the angle of the ground. Using crazy black magic they call atan. Once I have this I know which way to move the player. It's been working out pretty well so far. I have the player hitting the ground, and I have access to the angle of that ground. Now all I need is to be able to move the player based on this. When I left my code I was working on moving the player using sin and cos (more crazy black magic).

I have concerns. I'm accessing alot more variables then I thought I would. This means that there could be trouble when putting the two codes together. Hopefully everything will work out great.

Yeah so yeah its posted tell me what you guys think

Hey yeah I need you guys to look at it so I can fix some stuff.

Hey sound is done just had to work on something else joe i am having a problem with getting the sound to link with something else can i get your help.

Yeah I am having a problem with this sound I cant link it up with the bird sound. so yeah I will need your help bro as soon as you get this. But I have all the sounds done. It will be on boxed in a second.

Newest Version of Time Blunders on Box.net!

The animation system is up and running in this newest version of the game. Play with it and take note of any problems you run into and what happened.

There isn't any animation in it just yet, just flashing words that show you what animation should be playing durring the current action.

Run and jump!

I've got the tests for the run and jump done! It's a bit after 3, I realize, but I can only draw so fast. But now I know a pretty decent way to get these done, and a lot quicker than I was getting it done on paper! But hopefully these put down a nice basis for me to get the finals done and ready for in-game. I realize the run animation is little shaky, but I think that it offers a good base to start from! Let me know what ya'll think about them. They're both on box.net as per usual.

People Friendly Edit

Edit:

From now on I expect ALL comments to be read thoroughly and all questions to be responded to.

Thank you.

This blog has exploded!

Good job everyone, you've all made this blog IMPOSSIBLE to follow.

That's not a jab or anything negative like that, far from it. It's freakin amazing how much info is contained in this blog. It's just very hard to follow now. I think that comments aren't getting read on older blog posts since they get pushed down the page after every blog post. It only takes about a day to shoot things down to the bottom. Very inconvienient. You know what isn't inconvienient? Chocolate cake. You know what else? A forum. It has the ability to push new stuff to the top and it's searchable! WHO HA!

We're going to try a little experiment. On your portals under the project 2 class is a forum. Lets try posting content to the blog and then posting about it on the forum. I realize this has a few downfalls like the fact that the blog won't contain all the discussion but at the same time the forum will keep our mindless banter in order and at the push of a button we can see what is new and most important.

Like I said, this is an experiment so let's try it for a week and see how it goes.

Update 2

Here are my Pause screen thumbnails:



Here are the four final versions of the Statistics Screen (Lives left, items collected) that will be turned in to the Box and voted on.





*NOTE: There are three ways to show how many lives are left listed in the pictures, the can be shown as Numbers, Tally Marks, or small versions of Zaliens head. Please let me know which you like best. So far Malina and I agree that Zaliens head should represent lives while the Earth Elements collected should just be a picture representation of the element with a number next to it. What do you think?

Update 1

Here is the new Mood board with added dinos and technology. All of which are cited.i'm still polishing some things to post.



I had finished the Flowcharts and uploaded them to box.net yesterday but I forgot to post them here. There are three ways to go with the flowcharts, all of which are on the Box. This is the one that we will be using after the the test results.

Version 3

Idle animation test

So, either I suck, or animating takes a lot longer than I thought. I'm kind of hoping it's the later. Anyways, after a lot of going "Oh god what am I doing?!" at this paper, and Flash I have something to show, and it moves! It's just the very basics of the idle animation. He starts out looking around, then taps his arm communicator to be sure its still working. I realize that it's tiny, and light, and all kind of arrgh; but in light of getting the other two that I need to have fleshed out like this by 3pm I'm leaving it as-is for now. I plan on adding some more to the finished and final version, but this is just the basics! Let me know if it's moving too fast, or too slow, or whatever, so that I can work it into the final! And you can grab the .swf from box.net, by the way.

I'm hoping that everything I learned about what to do, and what NOT to do, will make these two go by faster.

Final Sketches - Vote Now

So Adrianna and I went through both of our thumbnails for the "Main Menus Help Screen" and choose our top four designs for the team to pick from. Below are the four final sketches. For the first two designs I put the top border thats on the main menu to maybe give some design consistency. Please vote and comment on the one you think is the best so I can start working on the final comp for tuesdays deadline.





Number 1


Number 2


Number 3


Number 4

Crashing

Ok ships are in the updated .fla file in the box.net in my folder. Haven't slept since 3 yesterday check back in later today. Feel free to comment even though there placeholders.

Pause Menu Thumbnails

So like I said when I posted the other thumbnails yesterday we had forgot about the pause menu and thus the thumbnails. So here are thirty thumbnails I did last night.


Ships

I think I went overboard with the pipes in the 11 drawing. I tried drawing them in a couple of angles but ended up erasing half of the ship to get any of them right. I wish I still had some modeling clay to make a small simple model to help draw the ship. I might buy some to get the model sheet for the final comp right. I'm going to make the place holder in the style of 4 but with the sharper look of 11 to match the Zalien, from the planet zalien, of the zalien race.
I'm assuming from the design doc the aliens original story of being from Pluto was changed for comedy, I like this better but the Pluto one was still funny. Keep calling things zalien
I want sleep but I want to finish this ship for today first. I don't know what time this afternoon I can get back to the computer.

EDIT: Ship sketches loaded

Concept Smoke and Sparks

I have been playing with the three animations all day expect when I had to go to work ....... back to the animations, remember that all three animations are still in there concept stages. I am still narrowing them down and figuring out how to get them to animate. I have uploaded all the files into my folder in box.net along with the static and animated thingy (for those who are animated and I need sleep)

First - The Sparks:
So far, I have can up with three basic designs for them. The first two was for me trying to see how the hell am I going to draw and animate a spark in flash. Then I got to thinking of a sparkler and that is where the third one came to be.

Second - Smoke:
I wanted to (and still) work on the design for the smoke. As of now they are blobs of various grays. This one I am still trying to see how it would animated. But before I start any type of animation for the smoke, I would really like your comment and pick for the smoke. For the smoke (yes, I know that a few of them look like tornadoes) I was trying to get a billowing cloud effect and Cloud #4 looks promising.

Third - Leaves:
I have look up same prehistoric leaves, but I would have to agree with Malina. The image would be small for to see any real detail. But never the less, I will continue to work on the leaves.


Off Topic -
I know that we talk about making t-shirt for out game, I would like to know if we are..because at my work the t-shirt transfer paper is on sale (I check and it is machine washable) until Saturday night. If we do decide to do them, is the whole team going to pinch in for the cost of the transfer and the t-shirts?

Guesstimate of Cost (Not on sale) -
~ $8-ish for a 3 sheet t-shirt transfer paper
~ $4 or $5 (cannot remember) for any size t-shirt

For those who wish to see, if you guy want to come to my store around 6pm-ish on Saturday. I will be more than happy to show you guys what is in stock and stuff or if you wish to bug me. I work at the Joann's at Rochester and Hamlin, in Rochester.


Anyways ...... Comments?

Friday, June 26, 2009

The placeholder assets

I put the .swf file with the placeholders I made in the box.net, The ship ill get up tomorrow with more sketches of everything. I know the colors are bad and it looks unshaded (believe me I hate the way I colored, the shapes are just my first attempt to try and draw in the style already in the game)these are in case I can't make it to tomorrow's date so there is something for the programmers to use as placeholders. Let me know if the size is ok. Also if you think we have enough trees in game already I can work on something else or something new the game will need in the environment. I will respond tomorrow before I sleep until then I can't read any responses but please still write them and sketch some on my breaks so hopefully I will have some more sketches by morning. I just added a screen pic if box.net does not work for anyone.

Ships and Trees

For the ship design I wanted to move away from humans as suggested but not just have the usual flying saucer look. The diamond designs were something I liked. I wanted some strait lines in the design so they kind of match the clothing folds of the alien.(something taken from the TF2 art presentation). Let me know which one is headed in a good direction so when I get the time tomorrow I can make changes to the placeholder work. I don't know if I can post by the deadline tomorrow, so I'm going to get some place holders up tonight with basic art before I have to go to work.

I made a few trees for the first quarter of the level I thought we would need at least 4 cypress trees and 3 gum trees. I also have two trees for testing the leaves falling from the branches that the character stands on and the trees in the mid ground sort of speak that the vines hang off of and make the jungle roof. Ill make them to the size in the level let me know if there way off so I can fix the size for code testing.

Justin I saw the background tint in the game files I was going to ask if the background trees needed to be tinted but I see thats in game.

I really need to know what you guys think....

So this is the tentative mood board and it's the first I've ever done. I need to know what the group thinks, especially those that have done mood boards before. If it needs fixing I need to know before tomorrow since I will be in class til 1:35pm and that will leave me little time to fix it if something is wrong.

I incorporated one of Shelby's older versions of the mood board as well since I figured that was used to make the old stuff and is necessary to connect the new content to the old. If that was a bad move please let me know. I won't upload it to box.net until I get some feedback. Thanks!

Interface Test Questions, Version 1

Interface Testing

Name:
Age:
Gender:

1. What is the first thing you noticed on games menu screens?

2. What is the last thing you noticed on games menu screens?

3. Where the games menus easy to read?

4. Did anything confuse you about the games menus? If so what and why?

5. After seeing the main menu what did you expect to see in the game?

6. Did the menu buttons take you to where you wanted to go?

7. Would you add or take away anything in any of the menus? If so what and why?

8. Are the games menus visually appealing?

9. What is your overall opinion of the games menus?

10. Comments?

Thumbnail Madness!























We are the Champions! Sing with me now!

Right, so I have the thumbnails done and I may addd more later but I have a good amount to start with. They are now officially uploaded to Box.net, they were to big before and I had to fix them in photoshop.

The test questions have been typed, printed, and implemented though we will need more to finalize the screens. More testing may be done tomorrow morningas well. Surprisingly enough not too many of our testers have found any issues with the current menu set up and not one tester has made mention of the fact that the main menu screen is in space and that the level is in the jungle. More testing will have to be done, Malin and I believe that seeing the crashed ship in the beginning of the level will help tie in the screens. If an iteration of the Main menu is necessary it will be uploaded before the Tuesday deadline. Also, not one tester has asked about, or for an interface on screen as they play.

I have three versions of the level flowchart for the 3 most likely in-game menu options, of these options version 3 seems to be the best according to the test results thus far.

I am currently at work on the Mood Board which will be uploaded later tonight and on the interface sketches that the group will choose from to become the final comps.

I will post my thumbnails here in a few minutes in a new post.

Font Chart Updates

Okay the font chart has been updated with titles of the fonts. The current one we have been using throughout the interface thus far is "Orator Std" which is the last one on the list. Also more colors were added to help us keep a color theme for the interfaces.

Current Interface Font Chart


Animations

Oks, I uploaded the some animations to the box.net, need your opinion on them. Like before, I number them, so take your pick.

Comments?

Update:
I think the trick for box.net ... is the .swf file, you have to download it and then play it. I was able to get that working for me

Thumbnails

Been working on some thumbnails for run/jump/idle animations. These are the only thumbs I have scanned in at the moment, the rest need to be darkened and fixed before I scan them. Going to hope that I can stop being so darn sick and get extra work done this weekend, since I have some visitors from out of state next weekend. (Don't worry, I'll get stuff done with them here! I just don't want to bore them to death so I'm hoping to get extra done now.) Anyways, here. Have some thumbnails.

... ahhh I guess I have to get that mood board fixed too, I got home and just passed out last night instead of getting that for you guys. Sorry! I'll put it on box.net as soon as it's fixed.


Questions?

Oks, I have been working on the leaf animations (the leafs that won are 2 and 4) and I am wondering about a few things....

1 - Should I make different falling speeds? (ie - Slow, Normal, Fast)

2 -Should I make different size leaves?

3 - Should I make the leaves different colors?

Or should I stick with one leaf for now and work on the other animations?
Comments?

Thumbnails

Wow, that was a lot of sketching. So here is most of the thumbnails for the games interface. After Adrianna and I talked today (6/26) we realized that we do have to do another set of thumbnails for the "pause" menu. Tom and Justin I wanted to know if its going to be possible to put that menu in the game? I know Tom said something about the programming for pausing the game.

Below is the scanned in thumbnails that I did. You can also get them on Box.net.






Thursday, June 25, 2009

Leaves Concept and Goals

Hey guys, I have been looking around at different leaves, for the time period that it is in, many of the leaves seem to have a serrated edge to them. Also I have been playing around with some leaf sketches in Flash and I was wondering which one you guys like? To make it easier, I number the leafs. Which ever one gets pick, I'll make some more sketches of the winning leaf.




My Goals for the coming up week -
6/27 - Clean up place holder art for the leaves, smoke and sparks by 3pm
6/30 - Demo Reel and Animations for the leaves, smoke and sparks by Midnight

Sound that have to be done by tuesday . well i dont know lol

So my job is to get the sound together and ready for the guys by Saturday. So I have a cool job to do get the crap done and have fun doing it. Joe if you read this I will need to talk to you about some cleaning stuff in acid I forgot how to. So this is Daniel Signing out. And don't forget people we have to have some of the stuff on Saturday. BYE BYE

Time is of the Essence!

MILESTONES SET FROM CLASS:

Saturday 6/27 (3pm):

In Game Flowchart
Interface "Feel" (With Malina)
Moodboard (With Malina)
Font Test (With Malina)
Thumbnails
Sketches

Tuesday 6/30:

Finalized Death Screen and Main Menu Help Screen for programmers(With Malina)

Personal Milestones for the week!
*Subject to Change

Thurday 6/25: Finish 25 thumb nails for the following screens

Main Menu Help Screen
Main Menu Quit SCreen
In Game Quit Screen
In Game Help Screen
Death Screen (Lives/Items Collected)
Game Over Screen
Sketch Block Ins

Friday 6/26: Meeting at 9am with Malina, work all day.

Set up second meeting with Malina.
Type/Print out Test Questions
Test Current Interface
Iterate Current Interface if necessary
Mood Board
Font Test
Create In Game Interface Flowchart (I may need Help with Vizio I assume we are all still using the previous flowchart design? I can find it in the Design Document right?
Final Block Ins
Sketch Screens
Upload Progress

Saturday 6/27: Finish up first half of Milestone

Finish/Polish Sketches
Upload Progress
Get Feedback
Iterate
Let Artists know if we need anything
Set up Third meeting with Malina, if necessary.

Sunday 6/28:

Homework for other classes and my Mom and Brothers' birthday, let me know if you need anything.

Monday 6/29:

Get Art from Artists (3pm)
Implement Art Into Flash
Begin Building Screens
Upload Progress

Tuesday 6/30:

Finish/Polish Screens
Upload Progress before 12am

*NOTE: I am aware that time needs to be put aside to test the screens this will take place either on the Monday they are put together or on Tuesday. Malina and I will put aside enough time to iterate them if necessary.
--------------------------------------------------------------------------

This is alot of work, and I know that. If I have made any mistakes as to what is due or I missed something PLEASE let me know.

*NOTE: I will either edit this post or add a new one with any changes.

On a personal note......

My brain is going to explode.

Mmmmmmm ..... brains.

Assets

I wanted some feedback on the first sketches of the assets. For the ship should it be a larger ship that almost makes up the left wall of the level were you can't see the whole thing, or a smaller one were it just shows it crashed? As for the rest of the assets which ones look the best so I know what to aim for when making more of them.







Interface Parts

Okay the duties with the interfaces has been split up between Adrianna and I. We are meeting tomorrow morning around 9am to make sure the color board, font type, and flowcharts are finished.

We are still working out several thumbnails for each of the screens.
Adrianna will be finalizing the Death Screen (in game) and I will be finalizing the Help screen (main menu).

We will be posting some of the thumbnails asap, I need to scan them in and we have a few more screens now that we need to do. I will also be working on the final sketchs of the interface the team chooses.

If anyone has any questions or concerns please let me know.

Now we are all one.

Its good to be apart of the team. Now to get to work I am going to be working hard on this sound stuff. And then I have to work on art as well but it will be fine. Just want to let you guys know that I am on the blog now so lets rock and roll.

The Newest Version

The newest version of the game is on Box.net. Go. Play.


Turtles reference!!!! Who got it??

I hear and obey!

With a song in my heart!

Roles for milestone 1 have been set in stone today along with deadlines for each phase.

Krissy - Animated Smoke, Animated Falling leaves, Animated Sparks

Todd - Static Trees, Static Rocks, Static Ship, Ground Conept

Malina & Adrianna - Death Interface, Help Interface

Shelby - Player Animations (Jump, Walk, Root)

Justin - Animation System

Tom - New Collision Code (Not due for the 1/4 milestone)

Joe - Level 1 (Asset List) (Not due for the 1/4 milestone)

Dan - Footsteps, Jump, Pain, Ambient

Ready? Break!

New Interfaces

The team has decided to go with more menus so I have been working on the new interfaces and revisions of the old interfaces. The new interfaces include the in game pause menu that gives the player the choice to quit the game or see the games instructions. Also new interfaces will be done for the main menu screen that include the help and quit options. I currently have been working on thumbnails this week. I will be posting copies of these soon. Welcome back everyone and welcome to our new members I look forward to working with everyone.

Attention Future Tom!

This message is for Future Tom. This way he doesn't forget what's going on.

So in terms of collision with the ground I'm thinking of trying something with detecting what angle the player is touching the ground at. Since the player will always walk at a 90 degree angle from the ground if they are standing on a slope then the player will walk 90 degrees based on the type of slope.

Now there could be two different options here.

One: We could scrap the whole "one movieclip for the ground" thing. This would mean taking a page out of the red book and having tile like ground. I could define different angled ground and give them an angle property. Depending on which one the player touches and what direction they are facing then they will move that angle.

PROS:
This would most likely take the least amount of code (and hopefully math).
This will also make the bullets disappear correctly.

CONS:
This will be limited. We could only have around three different angles.
The level designer (Joe) would have to place the ground tile by tile.

Two: If we want to keep the one movieclip I would have to use a formula to detect what angle the ground is and what angle the player is. Then do some type of crazy black magic to get the answer I want.

PROS:
Any type of slope you can imagine. Paint away.

CONS:
This may eat up a lot of memory.
I don't know this kind of math. (This applies no matter what I suppose)
Still have the bullet issue.


Of course this is all assuming this will work. I know what you must be thinking, why don't you just copy and paste some working collision code. Well first of all that's stealing moron. Second, I would really like to come up with a solution on my own. This one is kind of sort of a little bit original. It really has to do with bouncing a ball, but I think with a bit of work I can make it work with a walking player.

That's about it. I should go to sleep now. Before I forget this is the website I'm looking at for bouncing ball angle brain hurting goodness:

Enjoy!

Wednesday, June 24, 2009

Level 1 development update

Things are looking well. The level will be approximately three times the size of the tutorial level. Lucky for us, the assets being created and animated will be all that we need. The level essentially is going to pick up where the tutorial left off. Back into the woods. Then through a series of some small caves scattered within the forest. Followed by a larger (main) cave and then emerging to the outskirts of the forest for the end of the level. I have a slightly more detailed approach in my breakdown...I don't know if we are going to share them in class tomorrow? Whatever. Anywho, I will post developments soon.

One game, one team.

Welcome newcomers!

Anyway, I've been looking through the code and commenting. I would like to have the entire game commented before the week is over. I'm also trying to learn a way to collide with the ground better. It may involve math...

Tuesday, June 23, 2009

Wow, never thought I'd see a global government

let alone run one. (half life reference, sort of)

For those of us that didn't get the opportunity to attend class today, our groups were conglomerationized (we are gamers, we are allowed to make up words) together and now we've got ourselves 9 people to create a sweet game. Roles were assigned, milestones were set in stone, and there was much rejoicing.

Remember to get to the 3rd floor at 4:15pm today for the meeting!

Monday, June 22, 2009

Team FYI

Hey everyone welcome back to another term. I hate to start off this way but I had two molars pulled out so I may be a little late.

Tuesday, June 16, 2009

Aaaaahhhhhh.......

.....sleep......

Wednesday, June 10, 2009

Malina's Overview

My job titles consist of Interface Design and Level Asset Design. I have to admit that I have been working a lot in 3Ds Max for the last couple of terms and returning to Flash was a hurdle for me. The change from the two very different styles and changing teams was a challenge but I believe it was a great experience that may be one I could face in the job market. Below is a list of my work for Time Blunders.

Interface Design
Concept Interface Flowchart
Interface Flowchart
Font Color Type
Revisions of Font Color Type
Interface Concept Drawings
Set of 3 Flash Interfaces (Ship Design) (First Approach)
Set of 2 Flash Interfaces (Alien Arm Design) (Revision)
Set of 2 Flash Interfaces (Alien Arm Hologram Design)

Asset Level Design
Asset List
Enemies/Food (Ant, Wasp, Grub)
Plants (Trees, Grass, Killer Plants, Vines, Spikes, Rocks, & Flowers)
Pickup Item (Earth Element)

I really enjoyed my time with this team and want to thank all of you for all your time and work. I hope to be working with all of you next term.

Best Wishes,
Mrs. Malina Landreth

Documentation

So for Thursday I will be putting together all the documentation. Most of it is already together the way that I want it. Now it's just a matter of tweaking things to make it look better, and figuring out if I'm missing something.

I'm also going to be writing a list of questions for the testing that we'll be doing over break. If you have any opinions on what kinds of questions we want answered let me know.

Tuesday, June 9, 2009

New pickies...

Here are some of the changes to the level.