Unity Project:
We are Team Combo Breaker! We are a group of 6 students out to make the best game we can possibly think of.
Thursday, March 22, 2012
Final Game Build
Unity Project:
Wednesday, March 21, 2012
NEW VIDEO (sort of)
http://www.youtube.com/watch?v=HoXWIGO0Ygo&feature=bf_play&list=PL3715E275C8D1D737
My Contributions
Tuesday, March 20, 2012
Contribution.
And being that moral support as producer! Sort of.
but yeah
ALL THE CODING.
Monday, March 19, 2012
What I did
Final Version
Wednesday, March 7, 2012
Playtest Report
For the most part I received good amount of positive feedback. Everyone seemed to like the direction in which the game was going.
PlayTest Report
Monday, March 5, 2012
Blog Post
Post 8
Tuesday, February 28, 2012
Blog Post
Monday, February 27, 2012
Blog Post
Weekly Blog Post
Wednesday, February 22, 2012
Post 6
Monday, February 20, 2012
Blog Post
Blog Post
Blog Post 2/20/12
Weekly Blog Post
Wednesday, February 15, 2012
Weekly Blog Post
Tuesday, February 14, 2012
Blog Post 2/14/12
Weekly Update
Monday, February 13, 2012
Blog Post 5
Post 5
Monday, February 6, 2012
Blog Post 4
Blog Post 2/06
Blog Post 1/31/12
Blog Post Frank's 2/6/12
Blog Post 2/6/12
Blog Post 2/6/12
Post 4
Wednesday, February 1, 2012
Playtest Report
1. HUD - Most people pointed out that the player should always be aware of how many torches they have. This was the only thing they felt would be necessary for a HUD. Even having something as simple as a torch counter on screen would be fine.
2. The controls - Players felt it was awkward to hold down the sprint button, move, and use torches at the same time. The suggestions were to change movement keys to wasd and to use a different key for sprinting.
3. The sprint - The sprint was too necessary. Everyone basically held the sprint button down the entire time. It was suggested to have cool down for the sprint or making the normal walking speed more practical to use.
4. There was no flow to the level - It was unclear for players to navigate the level. Most of them stated they just kept trying to climb as high as they could.
5. Level Light - Playtesters were split on this. Some felt that the world was bright enough without having torches or flint. They said that the light mechanic seemed almost unnecessary because they could still see with no problems.
6. Flint - players kept spamming the flint button which made the torch mechanic pointless. If players ran out of torches there would not feel worried because they could continuously spam the flint. It was also suggested that the flint should have a cool down time as opposed to just instantly going out.
7. Torch respawn - When players die the torches in the area should respawn as well. It was also suggested that after a set period of time torches in the area also respawn.
8. Make torch areas checkpoints - players felt safe at these spots and thought that these areas were actually supposed to be checkpoints.
9. Sound - It was mentioned to me that sound would add a lot to this game. Even just having ambient cave noise would be really helpful.
10. Block falling speed - The falling blocks fall too fast and players have very little time to react. Even when the player knew the blocks were going to fall they still felt it was difficult to go across without falling.
In Class Playtesting
-Preffered the ASWD as movement. Suggested the Down Arrow key to light the torch. The controls need to be closer together.
-Found the platforming most exciting, but also frustrating at the same time. He said he was frustrated because he admitted he wasn't that great.
Tester #2
-Mega Man and the Space Ship at the beginning really threw the user off. Need to change the character model.
-He thought the controls were easy and simple to use. It was "Classic".
-The Light mechanic was good. There weren't any problems, but the flickering affect should be limited. It shouldn't be something you should spam.
Tester #3
-Should show the count of how many torches the player has.
-The Darkness was too hard to see in.
-Controls were simple.
Tester #4
-Really found the darkness appealing. The feeling of isolation was kind of there.
-Some of the collisions with the boxes were kind of off. Maybe due to the character model.
-Put a limitation on the flicker affect.
-The sprinting should be limited. It is a horror/survivor game in darkness. Having unlimited sprint throws the users off.
-He really liked the jumping. It feels right.
Tuesday, January 31, 2012
Playtest report.
Change #1- Make the movement of the character not so slippery.
This was something that I didn't notice until people playtested the game. Players reported that the character slides forward a bit after moving, which threw them off. This is needs to be tightened up.
Change #2- Allow the player to put torches away.
Playtesters reported that they would like to be able to put away a torch in order to conserve resources. This needs to be done so the player has more control over their resources, and will also allow them to use the flint whenever they want.
Change #3- Make a HUD for the game.
A lack of a HUD confused players as they didn't know how many torches they had, and it also made learning the controls and objectives much more difficult.
Change #4- Change the sprint function, or remove it entirely.
Playtesters felt that they were just holding the sprint button down the whole time, which made it seem like just an extra button. Either the base movement speed needs to be the sprint speed, or there needs to be a stamina bar.
Change #5- Add a limiter on the flint.
Playtesters would simply spam the flint button as it had no cooldown, and made it too easy. They would just press the button really fast, making the torches useless. A limit needs to be placed on when the player can use the flint.
Change #6- Make falling traps more noticeable.
Playtesters often didn't realize that falling traps killed them. The trap would come down too fast, and the players often didn't notice the pressure plates. The traps need to be changed to be more noticeable.
Change #7- Make the game less “platform-ey.”
Playtesters reported that the game felt too much like an old school platformer, and less like a horror game. The level needs to be changed so that less platforming is required, and the emphasis needs to placed on the scary moments.
Change #8- Make a clear goal.
Right now, the game does not have a clear goal for the player. A reason for playing the game needs to put in. As it is, players felt they were just walking around randomly.
Change #9- A tutorial needs to be put in place.
Playtesters complained that they didn't know what to do, and were unaware of the torch system. Some sort of quick tutorial needs to be set up in order to acquaint players with the controls and mechanics.
Change #10- Fix respawns and add checkpoints.
Playtesters were often frustrated when they died far into the level and then had to start all over from the beginning. A checkpoint system needs to be put in place to prevent this. The player would also sometimes spawn in a different spot then where the spawnpoint was placed. This bug needs to be fixed.
Blog Post Update 3
Blog Post for 1/31/12
Monday, January 30, 2012
Blog Post 1/31/12
Post 3
Blog Post 3
Tuesday, January 24, 2012
Update Post 2
Monday, January 23, 2012
Blog Post Update
Blog Post 2 1/23/2012
Blog Post 1/23/12
Block Post 2
Blog Post 1/23/12
Wednesday, January 18, 2012
Blog Post 1
Blog Post 1/17/12
Tuesday, January 17, 2012
Blog Post 1/17/12
Update: 1/17/12
Our meeting this week was helpful. We have begun work on our Game Design Document, We are in the middle of having a prototype done for the game. We need to get the camera zoom mechanic in, but we have all the ambient light off and have the light on the player done. Sort of. We need to implement the sprite based character to get that retro hipster feel to the game that we are apparently going towards.Getting that done will also help with the light since right done attaching it to the lertz makes the light weird. But yeah we have a lot of work ahead of us. But we will prevail!!!!!!?
yep.
Blog Post 1/17/12
Monday, January 16, 2012
Blog Post #1 Gian Carlo Beltran
Tuesday, January 10, 2012
Actual Game Idea
2. Plane based 2.5D Platformer Puzzle Game Survival/Horror
3. Similar Games:Metroid, Zelda, Alan Wake, Dead Space, Amnesia
4. Narrative: Game Pitch # 2 setting.
5. Main Character:
6. Unique Hook: Light based game. The player has limited resources and light in order to get through. Enemies and puzzles. Mayan Space Ruins.
7. n/a
8. Target Demographic: Survival
Game Pitch # 7
2. Genre: 2d/2.5d Action Platformer fighting game
3. Similar Games: Fortune Summoner/
4. Narrative: Your in a dungeon, you kill things, with combos.
5. Main Character: Awesome guy.
6. Unique Hook: you can combo and it is not mindless mashing. OMG
7. n/a
8. Target Demographic: action platformer fans and fighting game.
Monday, January 9, 2012
Game Pitch # 6
Game Pitch # 5
Genre : Platform/Puzzle
Similar games : Braid
Narrative : Main character get's a watch from his great Granpa that has a unique power to mess with time. He uses this watch to save himself from being captured by the enemies that are after the watch.
Main character : Billy is very quiet and loves puzzles. He wants to be an architech when he is older.
Unique hook : Like Braid, each level would have a different "time" problem.
Picture : N/A
Target demographic : Puzzle and platformer fans
Game Pitch #4
2. 2D/3D Action/Platformer 3rd Person or 1st Person
3. Similar Games: PSI Ops The Mindgate Conspiracy
4. Narrative: An espionage agent has been ordered to spy on a suspicous company and discovers human experiments involoving the human brain. Sickened with the experiments he gets caught and is also experimented on. He breaks free months later and uses his new psychic abilities to take down who did this to him.
5. Main Character: [Insert Name Here] is a professional agent. He has served in the army and has excellent results. He's the type of soldier you'd want on your side and not on the other side.
6. Unique Hook: The abilities to wield both guns and psychic abilities to crush your enemies and advance through the levels is the hook I guess.
7. n/a
8. Target Demographic: Shooter/Action fans would like this.
I'm not sure if there are many games like this, but I remembered playing a game similar to this on the PS2 and Xbox. This is just a generic idea that could be expanded upon.