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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.