Tuesday, June 30, 2009
Smoky
Updated the smoke so check it out.
Important Update!
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 ....
Monday, June 29, 2009
A few sketches...
Some more stuff
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.
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
Sunday, June 28, 2009
and the man said...let there be power!
So small update
Attention Justin
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
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 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.
Newest Version of Time Blunders on Box.net!
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!
People Friendly 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!
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 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

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
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

Number 1

Number 2

Number 3

Number 4
Crashing
Pause Menu Thumbnails
Ships
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 ske


Concept Smoke and Sparks
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
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....
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
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?
We are the Champions! Sing with me now!
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
Animations
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
... 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?
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
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

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
Time is of the Essence!
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



Interface Parts
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.
The Newest Version
Turtles reference!!!! Who got it??
I hear and obey!
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
Attention Future Tom!
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
One game, one team.
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
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
Tuesday, June 16, 2009
Wednesday, June 10, 2009
Malina's Overview
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
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.