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Wednesday, March 21, 2012

NEW VIDEO (sort of)

Hey look I recorded a video of our game. Or I recorded two 30 second videos and put them in a playlist. Blink long enough and you can't tell the difference!

http://www.youtube.com/watch?v=HoXWIGO0Ygo&feature=bf_play&list=PL3715E275C8D1D737

Contribution

Coding
Making the beta/ alpha video
Bug fixing code

Contribution

- 2d art
- sounds
- minor design

My Contributions

Level Design
Modeling platforms, a few traps, some aesthetics, etc.
Texturing
Design Doc

Tuesday, March 20, 2012

Contribution.

A TON OF CODING.

And being that moral support as producer! Sort of.

but yeah

ALL THE CODING.

Monday, March 19, 2012

What I did

Enemy, enemy animation
Intro, outro screen
Textures for hazards

Final Version

Video http://www.youtube.com/watch?v=COGdt7oyf28

DownLoad Exe http://www.mediafire.com/?tdgq8rf64csa8da

DownLoad Unity Build http://www.mediafire.com/?oxgxb0cfdxu3kfz

Wednesday, March 7, 2012

Playtest Report

I received a lot of good feedback on how to improve our game. First, I was told several times that sound would add a lot to this game. I am still currently working on sound effects and I'm running into some issues with it. However, I will make sure that we definitely have sounds for our final build. Next, I received mixed feelings about the lighting. It was the same problem we have had in which some feel that there is too much light and others feel that their isn't enough. A few expressed that they would have like to be able to put the torch away. I know we had planned on this from the start, but now it's just a matter of implementing it. People were running into situations where they were waiting for a platform but had pushed the torch button and it went to waste. It was suggested to me that the player should not have any torches at the start of the game but at the first checkpoint they get a couple of torches. They basically said it would help the player appreciate the torch more if they had to play the beginning with only the flint. Next, I once again was told that there should be a cool down on the dash. Most players continuously held it down during there play-through.
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

The feed back that we recieved from our playtesters was really helpful. They all mentioned that the dash mechanic needed to be changed. They all just held down dash and they ran through the level. There was no point is not holding down the dash button because it had no cooldown. One change we will make is changing the dash in a way where players won't be able to just hold down the button and run through the level. Holding down dash would allow them to run through the traps very easily. Players also mentioned that there was no way to tell where a checkpoint was. Currently just reaching it marks the position as a check point but there is no real indicator to the player that it is the checkpoint. A change that would help is that we create a more visable indicator that they have reached a checkpoint. Some players also wanted to save torches and make them useable later. Using a torch for a few seconds and putting it away was one of the suggestions from players. They also mentioned that sometimes there wasn't warning when a enemy would appear. Enemies would just appear and if they did not have the torch on they could not see them. We could add a sound warning the player that an enemy is near. The few times enemies did appear it was completly without warning that was a major complaint. They also suggested we create a instruction screen with controls because currently there is none.

Monday, March 5, 2012

Blog Post

I did the instructions screen. Though not entirely. I animated the sprites on the instructions splash screen to give it a better look. I'm going to send it to Tim because I don't have the font type he used and I don't have photoshop. The other spalsh screens look good.

Post 8

This week I did the Intro screen, editied my pause screen and did a game over screen. However after I submitted it I realized you don't die in out game you keep respawning :). So now I will do a win screen and talk to my team if anything else needs to be done or fixed.

Tuesday, February 28, 2012

Blog Post

This past week I worked with sounds. I found a good amount of them so now I just need to work on editing them and adding them into the game.

Monday, February 27, 2012

This week I played around more with animating the enemy. It turned out alright. We are going to work on the pipeline to get it into the game then make changes after.

Blog Post

This week I worked on the ship. The ship is in the game now and the texture works. The only problem is that the texture for the window cockpit doesn't show up for some reason. I think we are moving along well in out game. Everything runs smoothly (so far).

Weekly Blog Post

I made some code for a win screen and lose screen, added in a new flying enemy, and fixed the collision for the walking enemy as well. I also blocked out the starting area a little bit and we also found out that if the camera is in perspective mode, the game looks a whole lot better. It looks more professional almost. I think It'll look really cool once we get it all polished I suppose.

Wednesday, February 22, 2012

Post 6

This week I textured the traps for the game. I am now going to work on the final animation for the enemy in the game.

Monday, February 20, 2012

This past week I finished the torch sprites and the character holding the torch sprites. I plan to make a death sprite for next week. Let me know if there's any other sprites we may need.

Blog Post

I've been working on the model for the puzzle piece. The base of the model is done, but is simple and could use a little more. It has some textures on it, but they're pretty rough. Better will ones will be applied later. The symbols on each side still have to be done. Only finished one. It should be finished either Tuesday or Wednesday, hopefully.

Blog Post

Worked on making puzzle Code for end of Level. And more random fixing bugs. Want to finish puzzle and have it moving the end and working completly. Puzzle Code is still just really buggy.

Blog Post 2/20/12

Last week we did our alpha presentation and got some good ideas in order to improve our game. I tried to implement the monster model into the game with no success so far, so instead I focused on refining the level. This week I will hopefully finalize the level layout and get the monster model implemented.

Weekly Blog Post

Last week, we did our Alpha Presentation and worked on making changes we liked. I like to continue implementing these changes this week as well.

Wednesday, February 15, 2012

Tuesday, February 14, 2012

Blog Post 2/14/12

Last week I built most of the level, and will continue to build it this week, adding polish to the completed areas, and building the final boss run.

Weekly Update

Character sprites have been finalized, I made a torch sprite and now I need to add it to the character animations.

Monday, February 13, 2012

Blog Post 5

First off, my bad for not being here today for the Alpha presentation. I was taking a midterm for my programming class. I didn't expect to stay there the entire time. I updated a little bit of the Design Document. I also made a ship model for the starting point of the game. I mean the crashed ship for the main character. If anyone needs help with design/art things I can help just email me or blog.

Alpha Video

http://www.youtube.com/watch?v=gRfy4wm3cI4&context=C3cd8f6aADOEgsToPDskKQo2Mt8FAVOx4ee-1YabXP

Post 5

This week I did a basic walk cycle for the enemy if needed for the prototype. I also did a pause screen concept. I tried working on the final animation I want for the character to do but was really struggling. It is the first part of this clip. http://www.youtube.com/watch?v=mBdY84NI6Ws. This week I will get help with this and continue to do it.

Monday, February 6, 2012

Blog Post 4

Last week we had to do playtests and have the testers fill out a survey. This data was useful. The in class testing was even more useful. Controls and the main mechanic of our game were the most important parts to these tests. I believe that we found out a lot of useful information. Other than this I was really busy getting my ass kicked by midterms and such.

Blog Post 2/06

This week I continued to work on character sprites. I still need to edit the sprites with the player holding the torch. If there are any sprites that anyone needs me to make, besides the character sprite, let me know.

Blog Post 1/31/12

Forgot to do this one. Made a shit done of things. Created trap code, some other code long list. Next week fix things made that week (probably pointless since i wrote this the next week lol)

Blog Post Frank's 2/6/12

I didn't really do much this past week outside of the prototype testing stuff. I had other midterms so it was pretty busy for my other classes.

Blog Post 2/6/12

Last week we finished up the prototype of the game by fully implementing traps, changing the lighting, and polishing up the level. The rest of the week was playtesting and gathering feedback to help us finish our game. This week I plan on working mainly on the level design, and probably helping out with the sound as well.

Blog Post 2/6/12

Fixed some bugs and platform issues this week. Was sick most of week so not much done. Probably fixing things from playtest report this week.

Post 4

This week I looked at different animations to help figure out the walk cycle I want. I also looked at other examples like a rig being idle, attacking, and being surprised when seeing the player because I feel this should be done as well. I am going to pick the rig we will use for the game this week and start to animate it.

Wednesday, February 1, 2012

Playtest Report

Overall the playtest report was successful. I received a lots of feedback. I think I'll start by saying the positive feedback that I received. First, people seemed to enjoy the overall feel to the game. Most people enjoyed the look of the level. People also seemed to enjoy the light mechanic, which is very key for our game. Aside from the positive feedback I also a lot of constructive criticism.
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

Tester #1
-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.

Based on playtester feedback, 10 changes need to be made to the game for the next build.

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

I did lots of coding this last week. I made a ton of progress on core mechanic coding and even organization of our code. Its been an interesting experience working with another programmer on a game so Its been a good practice in keeping your code clean and readable. Go learning programming style. I've also learned a lot about JavaScript and C# programming. They are super similar, so yeah.

Blog Post for 1/31/12

This past week I finalized the sprites design. I got the main sprites down such as walking, running, and standing. I am currently working on the jumping sprites and I will start to work on other character sprites. If there's any sprites that you believe should be prioritized feel free to let me know.

Monday, January 30, 2012

Blog Post 1/31/12

This past week I edited a majority of the design document to contain most of what we are trying to do with the game, and I also worked on animating the traps and incorporating them into the game. This week I plan on changing the level to be closer to what the final level will look like, and hopefully having the traps fully ingrained into the level.

Post 3

This week I looked online for creature references and found one that was rigged. After talking with the group I decided that I am going to use this model and animate it. I will be looking at videos online from video games to movies etc that have a creepy character and study how they move to try and get a good sense how I want my creature to move.

Blog Post 3

What I did this week was I made the traps/hazards. We have spikes, a wall with arrows in it, and a log (with spikes) that is supposed to move back and forth in motion. I also made a axe/guillotine kind of trap. It is also supposed to be in motion.  The textures haven't been chose yet, but stuff like that isn't our priority.

Tuesday, January 24, 2012

Update Post 2

This last week I finished working on getting our sprite character system into the game. It took a while, but its working now. I am planning on getting animations for the sprite working next and synced with the actions that they are doing.

Monday, January 23, 2012

Blog Post Update

so this week I was working on making the character sprites, they still need work and revising. For this week I hope to have the sprites finished and help out with the first level design which should be complete for our playtest.

Blog Post 2 1/23/2012

This week I was playing around with Maya. I have a decent amount of experience. I'm taking ANI 230 right now so that will help making the models I need to make. I've been looking up what kind of traps that could be in the game and making sure it sticks with the theme of the game.

Blog Post 1/23/12

Last week we got most of the prototype done using the tutorial 2D game for Unity. This week I am going to work on the level design and help with making the models for the environment.

Block Post 2

This week I was playing around with maya to start modeling the enemy. I got a good idea on what it's going to look like. As for now though I'm just getting a rough model done for the prototype.

Blog Post 1/23/12

I worked on making the light effect for the prototype. I was working on the script where the light would change radius and range when buttons were pressed for the prototype. I plan on start working on the script for picking up items and begin creating the level.

Wednesday, January 18, 2012

Blog Post 1

After meeting with the group in and out of class the two past two weeks I feel we're on a really good track to make our game successful. We pitched our game and gave a rough idea to the class about what we wanted our game to be like. Our last meeting we got down to assigning tasks for each group member to help us get to the next step. This week I will be doing a 3d model of an enemy for the game.

Blog Post 1/17/12

We came up with the basic ideas of what we want our game to be last week. We meet as a group and continued to create game ideas. We worked on the powerpoint for our pitch. Next week we want to start creating our prototype and getting our schedule set up. I worked on helping come up with game ideas. I helped expand on our original idea of a light based game concenring the level, and enviorment. Next week I want to start working on the prototype.

Tuesday, January 17, 2012

Blog Post 1/17/12

Besides getting the basic idea for the game done, I didn't really get a lot of work done this past week. However, for this week I will get the core look for the character down and I will begin working on the player sprites.

Update: 1/17/12

Last week, we came up with the idea for Labarynthia and presented it to the class.

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

Last week we came up with the finalized concept of the game. We conceptualized the story, main character, main gameplay hook, etc. and presented the pitch to the class. We will begin working on the design document and the schedule for our project this week.

Monday, January 16, 2012

Blog Post #1 Gian Carlo Beltran

We made our game idea of the week and we had to pitch our idea for the week. I started looking at Unity and the video turorials to get comfortable with it. Sound is important for our game, but the actual game mechanics come first so we can concentrate on our prototype so that we can present it. I'll be looking at traps so they can be implemented into the game.

Tuesday, January 10, 2012

Actual Game Idea

1. Possible Game Titles: Labyrinthia
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

1. Possible Game Titles:
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

1. Possible Game Titles: still pending
2. Genre: side-scroller Stealth-puzzle/platformer
3. Similar Games:
4. Narrative: player needs to make it through the level without being spotted, but also need to solve puzzles in order to advance to the next stage. I haven't come up with a character name or story yet.
6. Unique hook: player needs to do a perfect run of the level or else they must restart the beginning of the level.
7. Picture: n/a
8. Target demographic: people who enjoy stealth games

Game Pitch # 5

Possible game title : Something to do with time
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

1. Possible Game Titles: Still Thinking.
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.

Game Pitch #3

1. Possible Game Titles:
2. Genre: 2D/3D Action/Platformer 3rd Person
3. Similar Games: StarFox64(tank part) MassEffect 1(Tank)
4. Narrative: A explorer is sent to investigate an ancient ruin. There is the ruins of a civilization on a recently discovered planet.
5. Main character: Duke is a veteran marine serving in the Earth marine core. He has a troubled record and has been religated to menial tasks to avoid trouble, This is another simple task he is given instead of sent to the front lines.
6. Unique hook: The player controls a tank in the platformer instead of a person. The tank jumps be using 4 jump boosters below it and are controlled by different keys. The platformer would also have areas that require manuvering with the jump jets. It would end with a epic boss fight. The tank shoots to kill its enemies.
7. Picture: n/a
8. Target demographic: , platformer fans. Action Game fans, Shooters

Game Pitch #2

1. Possible Game Titles: Labyrinthia, Depths of the World, Collapse
2. Genre: Puzzle/Platformer/Adventure
3. Similar Games: Legend of Zelda, Metroid
4. Narrative: An adventurer discovers an ancient ruin while mountain-climbing and gets trapped inside when a rock slide seals the entrance. He must find a way out before the entire ruins collapse.
5. Main character: Liam is an adventurer who travels around the world to explore the wilderness and climb mountains.
6. Unique hook: The player must solve various puzzles in a maze-like area to find a way out. The player has a certain amount of time to escape, but can save time by discovering shortcuts or by finding ways to help stabilize the collapsing ruins.
7. Picture: n/a
8. Target demographic: Puzzle fans, platformer fans.


I also had another idea to do a mech game in a similar vein as Mechwarrior, but I haven't fully fleshed it out yet.

Sunday, January 8, 2012

Game Pitch #1

1. Possible Game Titles: Destiny TD, Joe the Destroyer, SPESS MAREEN TD
2. Genre: Top-down shooter/Tower defense
3. Similar Games: Bloons, Dungeon Defenders
4. Narrative: A space marine crash lands on an alien planet and is the only survivor. He must make use of whatever resources he can find along with whatever supplies are left from his ship to protect himself against an alien horde until evac arrives.
5. Main Character: Joe the Destroyer is a battle-hardened space marine who doesn't afraid of anything. He cracks one-liners to relieve the tension of mowing down aliens.
6. Unique Hook: The player must salvage what he can from the crashed ship and turn the materials into weapons by crafting them in between rounds. Enemies drop random loot used for crafting.
7. Picture: n/a
8. Target demographic: Arcade shooter fans, TD fans.