Thursday, June 11, 2009

Character Redo's

Before I forget to post, here are the redo drawing of the main character and the bone skinny bunny. Since interface, we were told that the drawings were conflicted by there style. The bone skinny bunny and the main character were a little to realistic compare to the fat bunny and vamp bunny who were more of a cartoon style.

For the character, made her more cartoon-ish.
Concept -

Final -


Made bone's similar to the other two. Making him standing up on two legs instead of four, but still keeping his tiny figure.


Concept -

Final -

So its finished the end screen that is.


I finished the end screen for the game and I think we have something here. Kim kept telling me it was to boring and I really didnt know what to do with it. So I came up with something. Graffiti. It looks cool and I like it, something that we can also put into the story. I really like how I did it. And I think when next term comes around I will change the ui and the gui so that they can correspond with one another. But I also have to ask the team if that is ok with them to Tell you the truth,I liked the gui and ui. But now that I made this end screen I think that the the other two are really weak and need improvement. But its all done for now I will have to fix it for next term.

Wednesday, June 10, 2009

REMINDER!

I will need as much of your finished work as possible before midnight so post it to the blog or email it to me at:

a.dimech@my.iadtdetroit.com

Todd, I need the most recent version of the game as soon as you are able.

So whats done thus far.

I have fixed the Questions and fixed the Target Market for the document. And now I have to do the end/loss screen. So that I can add it to the end of the game if you finish or you lose. So also Have to make a you win screen thats all. So yeah i still have to do that and let the person know that if they have won or loss the game. So I will take care of it. And it will be done by tonight.

Something works

Im still writing the sudo code documentation and in my attempt to get the sound looping throughout the game screen I saw that it had the code for the quit button. I tried in in are game and discovered it dosent work for flash script 3 the way they hade it. Looked online and found the way you have to set it as a variable now. It works, back to the sound issue and documantation writing.

EDIT: The code for the game to end if you run out of turns gives an error when it tries to change frames. The sound could loop but it is not dynamic and I want to try and get it to loop in code.
Also I got a dynamic text box to show how much material you have.

Words, Words, and more Words.

I'll need the newest materials for the document and PowerPoint for tomorrow so the bulk of paperwork will get done after our meeting when I get the new materials from you guys. We have a nice hefty document to work with. It should be fun to print, something tells me it should be printed before the library closes in case I need to get a refill on any ink for the color printers.

Tuesday, June 9, 2009

Sound

I got the sound to play I just need to get it to loop, right now over the menu and the game screen it only plays once.

thumbnails 2



The second level drawings ideas 24 various designs.

Map Placement of Assets in First level 1.0



This is an set up of the level placement. Let me know if I need to add anything.

Team Goals for Thursday!

TEAM MEETING: Wednesday: 6/10/2009, 11am

Krissy:

Iterate 2 of the characters - Thumbnails, Concepts, 1 Final Comp to test for each character
*Color Tests of iterated characters

Jamal:

Map Placement of Assets in First level
Begin thumbnails for Second Level
*1 Level Comp to be used for testing

Todd:

Implement Level theme audio
Implement Turn Restrictions
*Place rabbits in first level (Without AI)
*Make Rabbits do something (move, attack, etc….)

Dan:

Iterate Target Market
Iterate Test Questions
Create an “End/Loss” Screen
*Redesign in game Interface

Adrianna:

Iterate Documentation
Design Power Point
*Finish translating Level 1 Assets into Flash (May be scheduled as due on Thursday)
*Concept Level 2 Assets

*Noted items are extra and not expected for Thursday’s presentation.

Programming Final

The things I plan to try to implement in the game by thursday are

Sounds- I will try to get at least the level theme working in the main game screen.

Turn Limit- One of the suggestions for are game was to have a limit on turns instead of a time limit. I like this idea better and I have another game I could use code off of to do this. This I will work on first because it would be easier to get to a working state.

1. In the code that detects the player clicking on a tile to move I make it minus one to A variable
2. Code a line were the players turn is about to end and see if it reaches zero and display it.
3. If the variable reaches zero go to a frame after all the level frames that displays an end screen

Basic Rabbit Movement-Try to get the player code into a seperate script that instead of asking for the players selection in the array, it would use a random input to move to one of them that it found within its range.

Monday, June 8, 2009

Iteration

Alright Ladies and Gentleman, this is how it works. I am aware that we are to have made changes to our game according to our presentaion feedback from interfaces by the next greenlight. As such I will go over all the details in depth during tuesday's class but the short version is this:

The artwork seems to have two different styles, needs to be addressed.

Because it will be a casual flash game played online there is no need to "save"

One suggestion was to take out the timer and instead make each level a puzzle to be solved within a certain number of moves.

This is the feedback I recieved from the professionals.

I will see you all on Tuesday so that we can discuss how to iterate this game.

Interfaces was really not that bad.

Yeah it was a great thing to present and then to see the other team go. I was happy and then we also got feedback from people. So now we can work on the next thing in our project. The model of the bunnies. And have them attack and also we have to set up some type of time and or something that the player can be afraid of when they play the game. need something else to get motivated and to keep the player to playing and not bored. So all in all we did ok team and that was good enough. But now we have to do better. And set the tone for next time. So see you guys on Tuesday.

Thursday, June 4, 2009

Presentation

The game is fixed, my huge thanks go to Oliver and Tom who are very generous people. I iwsh i could solve these problems on my own i felt like my code created more problems than it solved but it works presentation wise and better than before. I mstill keeping old versions but this one works so well its now the main version. The place holder art pieces are set so tommorow all we need to do is finish placing art for the title screen and the like and any changes you want to make to the main game screen.

Interfaces here we come.

Yeah so we have to get the presentation ready. And I am kind of thinking that we can have one person talk and then we have Todd present the prototype to the crowd. I really think that we can do this guys we can also show kim our presentation. And we can do questions after the game. But Todd has to get the problem fixed with the game and I hope he can. But we have to show them we have been doing this work for 9 weeks. so lets put our game faces on and then get to work. I am proud of our team. And we have came a long way. Thank you guys for not giving up on the idea. And dont forget that we have a meeting on Friday. Thanks again you guys.

The Maps are Here!




These map's are three variations of the warehouse level that has been made. Each one has it's own set difficulty in it.

The collection crash

It still crashes most of the time when you collect over 100 material and walk a couple of times. I looked at the code to fix the same kind of error on a site for flash projects but it was too specific. I mgoing to try and make it skip the code in are presentation version just for this week, i think thats alot more possible, some how i tried it before but a recent change made it worse.

walls! We have walls

Updated level with walls. This version has two different kind of walls the outer walls and the interior walls. The level has two different types of materials in it with an goal the pipe of course.

Wednesday, June 3, 2009

Flash Madness! *Edit

Nevermind.

Everyone send their stuff to Todd. He gave his email already but to remind you it's:

brickx2@yahoo.com

I'll call him to let him know that it's coming.

Flash Madness!

Ok so all the assets I was assigned are in flash and are all awesomeness. I will be bringing them to class so we can put them in ze game. Here's hoping Kim doesn't freak out about us not already having them ingame. *sigh*

If anyone is worried about that as well just blog it comment it on this post and we'll see how many of us are down for getting here around 7am tomorrow and putting the stuff ingame.

I do have one question though. Something that's been tickling te back of my mind but never really came to the forefront until now....

Why Wire? As the daughter of a veteran hareware store workers I know that wire has many uses, even in plumbing, but I still have to ask ..... Why?

Still working on the ui and the gui.



Hey you guys so I fixed the stuff in the gui and the ui it drives me mad but I have chosen a color scheme for the ui. And now I have to see what you guys think but I dont want to keep doing this i really hate doing designs and they fail but it is all a process of trial and error. But I think I fixed it but I want to know what you think if you guys have a problem then let me know but I don't think you can guys can do it either. laugh my ass off. Just kidding but its cool please I need your feedback. Thanks guys. Oh and also i put in a new type set for the gui, Todd i found a way you can get the bar to work for the pipe. Talk to you guys later.

Tuesday, June 2, 2009

level map


A basic layout of will be going on in the level.

My email

I'm re posting my email for people to send me stuff as attachments. Just say what it is and were you want the asset and ill put it in the presentation version of the game. brickx2@yahoo.com

The new level yes I'm shocked too.



My new level tell me what u think?

Monday, June 1, 2009

updated asset list

Asset list-Warehouse
Pipe Collectibles (pickup assets)
Duct Tape-
Metal wire-
Metal plate-
Rope-
Wrench
Weapons
Cattle prod

Environment Assets
Conveyor Belt
Crate
Desks
Tables
Cabinet
Furnaces
Pipe
Broken pipe

Main character

The Lady

Enemies

Evil Bunnies

Updating for June 01

So I'm currently putting the Design Doc together and I have finished all the assets for the first level which I shall soon post. I plan on working on a background after I update the document. DEspite the fact we've fallen behind schedule I am doing all I can to ensure that everyone has done something at this point and that it can be implemented.

I want to see more blogging from the team. I understand not wanting to only post a little work but I do want to see at least updates, something to show that we aren't just sitting around. We all have been hanging around each other alot this past weekend and working together but not everyone is going to take our word for it that we were working.

So like I said I am trying to fill up the design doc with what everyone is giving me and will try to keep it as straight forwrd as possible. The assests are all easy to get to we just have to get it into flash and working.

I have a back up level plotted out in case jamal doesn't finish on time, helped him out a little bit with the design and some of the technical details that he was missing, worked with Dan on the Interface a bit yesterday and have kept in constant contact with Krissy concerning our work. According to what the team says everything will be ready to start dumping into flash tomorrow morning.

Crate:



Chair:

level flowchart 2



This flowchart is a small break down of what will be going on in the level.

final comp 1 and (2- an slightly different version )





This one idea that I have a level with an Furnace in near the front of the level and with some walls in the level.

The first one is start off from a elevated platform in which you have to find the parts to fix the pipe.

the second one is slightly different version with the same concept, but different layout in the level.

(What else is needed to be add to or taken away from the levels?)

Color Test - Bone-Skinny New 3/4 View and Shadows

I update the 3/4 view for the Bone-Skinny Bunny. I used the same color expect that the blue is more of a periwinkle color.




*Update* Color Test - Bone-Skinny Bunny with Shadows and with the old 3/4 view



Collecting MateriaL

Some how when I tried fixing the bug were the material collected when ever you touched it to when ever you picked it up messed it up worse. I can either get it to pick up twice when you touch it and when you pick or not at all. I'm so confused I think I'm not commenting out something right. I'm going to try something else or ask Tom if it wont work by tomorrow. Ill try calling it some were else maybe i think I keep trying to tie it in with the function that tells the program you selected yes and maybe you can't do that here.
New and improved assets....

Cattle Prod:





Furnace:





Rope:




Shaded Table:




Here are a few more colored assets to add to the batch. I'm wondering how many we'll need exactly for the level, I had hoped to see Jamal's final comps this weekend but I guess it wasn't meant to be. I am planning a back up level in mind just in case things don't go according to plan. Here's hoping it isn't necessary.

Sunday, May 31, 2009

Color Test 4 - Bone-Skinny Bunny

Before I head off for the night, here are the Bone-Skinny Bunny color test. His pattern is off of the King Cheetah print. He doesn't have the spots like a Cheetah would have but he does have the nose lines and the three long stripes that runs from the back of his head to his tail.
For the colors, I like the mainly orange and brown.

Brown:


Red:


Orange:


Green:


Blue:


Since the post of the main character I have fix up the coloring on her. Also I'm going to running late for tomorrow's meeting but I should be there around 11 or so.

sorry i havent posted in a while but things are almost done





Well i have most of the things are done and i have been working close to the captain and we have got some stuff done. I have all the sounds that she has asked for and the comps are done and now all have to do is the final comps and then put them into flash. I also did the type test for the ui and the one that says 1 on it is because those are the ones that we like and. it will be used in the final comp and in the gui. and we have chose the gui. and it will be the one on the top left. And the reason why I chose that one is because it doesn't get in the way and it will be simple to put the bar in for fixing of the pipe. and it is really simple to see the text in the games menu so here you guys go if you have anything to say please let me know ok. see you later

Color Test 3 - Main Character

Here is the color test for the main character. I went by hair color and corresponding colors that goes along. I can always mix and match the colors and hair. So for I am in favor the of red hair and Black hair ones.

I will be posting the bone-skinny bunny by the end of the tonight.

Red Hair:


Brown Hair:


Blond Hair:


Black Hair:

Saturday, May 30, 2009

Color Test 2 - Vamp Bunny

Got a little color crazy with the vamp bunny. For the vamp bunny pattern, I was with a spots.

Blue:

Red:

Purple

Pink:

Green:

Tan:

Brown:

Out of the colors, I think either the tan color and the green fits him really well.

Dan, don't worry, I will get the color testing done by Monday.

Take a look at those Assets!

Since this is my beginners attempt at cell shading in Photoshop, in Flash I mostly used gradients, I was a bit nervousabout it and maybe spent a little more time than I should of on them but here are the majority of the colored assets. Those not posted are being redrawn and scanned to better fit the level angle according to Todd's setup and for a better view overall.

Wrench



Wire



Desk/Table: Will be shaded similarly to the cabinet.



Metal Plate



Cabinet



Fixed Pipe



Broken Pipe



While I was fiddling with them I kept thinking that these kind of looked cartoony and then I remembered that was the style we were going with for the placeholder art and I felt better. XD

Comments and Opinions are encouraged and welcome please.

On a side Note Dan and I are having a Pow Wow at a friends house where we can work since the school is closed on sunday's and luckily this friend has all the programs we need as well. So assets should be completed tomorrow.