Monday, October 15, 2007

Meeting

We have meet up again today and the game is looking great

things to do

1/ Intro Movie Clip (backstory and game/key instructions).
2/ Character Selection Screen, tidy this up.
3/ Weapon Functionality (hittests, damage etc).
4/ Game Time (countdown - 90 secs).
5/ Character Depth Management (foreground/background).
6/ End Game clips. We didn't really discuss this much but I thought it would be good if we have two. One for when Skanky wins, and one for when Simon wins.
7/ Sound, sound effects. Background music. Stereo functionality.
8/ Room personalisation. A bit more work there I think. Greg talked about making the rooms look a bit more grungy - like a student flat.
9/ Interactive room items. Weapons etc need to be hidden in cupboards etc. How do we identify/disclose interactive items graphically to the game player so they know they can use them.
10/ Distinguish between characters when they are both in the same room (i.e. which one is yours). This could be done by opacity or character auras etc...

Tuesday, October 9, 2007

Monday, October 8, 2007

Video

Each persons tasks

Gareth is doing the code!
Greg is doing the character design and movie clips for each of the attacks
Stevie is doing the background design
Mel is doing the sound and trying to work out how to put sound into flash with code. And the intro.

Our game play

As you may have read before, our game is now a two player game which involves Simon and Fred each finding objects around the house to use against each other, Simon is trying to stop Fred, and Fred is trying to get to work on time. Its a fun interactive game.

We really wanted a consistency with the game play.

Our first objects we wanted to use as weapons are deodorant which would work against Simon. The play station was bad for both of them and both players are able to use it. Weed would work against Fred and give Simon an extra boost. If one of the players got the muchies it would slow them down until they found food. Each would have either a negative or positive effect depending on the item and the person its used on.

Final background for lounge

First background images

final characters.

Gregs Design

first character sketches

MORE............

At first we wanted the style of the game to be sketchy. As you can see from our characters and background now we have changed this. And i think it works better.

We also thought about the colours we wanted for the game. Which stevie has done a really good job of for each of the rooms.

Greg is in charge of the character Design and has made them the style we wanted. His style fits well with Stevie's.

objects we may have in the game

We wanted Simon to be able to hide Fred's stuff such as shoes, his suit for work, maybe his toothbrush and objects that he needs in order to get ready for work.

We also wanted a point system and wanted a bonus point system also.Which would give you more time to delay Fred. If Fred finishes a task on time your time will then decrease.

We also wanted a movie clip for each of the outcomes, if Fred gets to work on time or if he doesn't.

ideas for the game



These where the notes I took when our group meet up, we wanted the game to have a cartoon look and be made up of basic shapes. We also wanted pop up lists of each of the characters task so the player knew what they had to do in order to stop Fred getting to work on time.We decided on the rooms we wanted: lounge, kitchen, hallway, dinning room and bedroom. And maybe a bathroom. We wanted sounds to indicate where Fred was at the time.

Monday, September 24, 2007

Ideas

Gareth had a good idea to make it a two player game.

Today Ive looked at some more sounds and just making background pictures, such as posters.

Sunday, September 23, 2007

...

Today im am going to find all the sounds for our game.

Thursday, September 20, 2007

What my tasks are

Well I was doing character design, but now im doing all the movie clips. Such as the alarm clock, clothes on the floor being thrown around.

Thursday, September 13, 2007

which???

For this project I am designing the character, well both the characters for our game.

Project 3

http://skankyfred285.blogspot.com/

Wednesday, August 22, 2007

Tuesday, August 14, 2007

My character



Ideas about my characters appearance.

progress



My environment starting to take shape.

Kirby




Im basing my movements on kirby, but my character is going to be square shaped instead.

Ice Candy


I really love the overall look of this game. The music in it is also fantastic. You can find this game on www.onemorelevel.com .This game is also part of my inspiration along with Kirby and Mario world.

Tuesday, August 7, 2007

project 3 idea

My idea involves playing as a hedgehog soldier (similar to the one i created in project 1) who is trying to get to the top of a mountain so that he can get to the nuclear launch facility to fire a nuke at an invading army.

For this game your goal is to get to the highest bunker at the top of the level. You climb up a series of platforms, which will look like ledges in a mountain. Once you jump into the bunker you are then placed in another level which extends up higher. You continue till you eventually reach the highest bunker on the last level and defeat the last boss enemy.

To move in this game,rather than directly making the character move, you rotate the world around him so that he rolls towards his destination. to get to a higher point you are able to throw down a mine then roll onto it so that it propells you into the air. You can use this to get up to higher platforms. All the platforms rotate in synch with each other

The main obstacles in the game are different kinds of military objects, such as gun emplacements, and soldiers. To avoid their bullets you rotate the level so that you duck under then, because rotating the level wont rotate projectiles. Other obstacles could include things like barbed wire.

The levels will be randomly generated so that each time you play the game it's different.

After a certain number of levels you will be challenged with a boss level. These would normally require you to destroy some large enemy, such as a tank by using mines to move yourself around it and to damage it.

The character will be in a ball when they move, and when in mid air they will be uncurled. Refer to the concept picture below to get an idea of how this game could look, without any polish.

Monday, July 30, 2007

Night



Hopefully this shows you the kind of thing that I would like to achieve. I would rather it be set at night time, to create a different mood and also because hedgehogs are nocturnal.

Mario world




I am using Mario world as my president for this project.

Tuesday, July 24, 2007

Final srite sheet


This shows all the individual animations in the walk about while facing left.The facing ight animations are mirror reflections of these.

How it works

left arrow=left
right arrow= right
control= shoot

Sergeant Spike


This shows my character within its background.War styles.

HEDGEHOGMANNNN


This shows my character in flash.

Sunday, July 22, 2007

Digital image


This is the digital version of my character

Tuesday, July 17, 2007

Objects used in when walking about


TANK=AWESOME

hopefully this gives you some idea how it will look.Any suggestions are welcome.Not to sure what colours to use.






The drawing with the gun is going to be my final sketch. Its shows how it can hold a weapon and ow it might start to walk. The tank is also going to be apart of my walk cycle. As you walk along you are able to drive and then hop into the tank.

PS This character is NOT related to sonic in anyway.

This is part human and part army man. It has to be further developed to make it more simplistic.

Sunday, July 15, 2007