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.