Wednesday, November 18, 2009

Milestone - last week before Expo

Everyone should be aware that there is an expo next week. We need to work hard and get everything ready for the FIRST LEVEL ONLY. Any other work you are doing on Space Agents should be postponed, and help out everyone else to get it done. It would be awesome to see everyone turn up Wednesday (early) and work the full day to prepare for Thursday.

Here's the sprites I've done for the item drop. The enemy spit these out when they get hit, every 5 seconds (if hit) based on a 10% chance for each item. They enemy might not drop every hit.

  • The coins are used in the vend-o-matic and shown in the HUD as you collect them.
  • The score is instantly added to you score.
  • The health is instantly added to boost your health (20 hit points per token).
  • The weapon toggles your character to have a gun, if not already equipped.

Saturday, October 31, 2009

Space Moscow & BIT

I was tossing around ideas of making Space Moscow an "arena" level rather than something linear, basically a big open floating platform surrounded by the towers not unlike those seen in Moscow. I'm going to create a 3D concept that I'll have posted up in the next few days hopefully.

Also, for those of you that are interested in working on finishing BIT and making an iPhone and PC release of it, I've got a blog up here. If you want access to post your own entries on it, send me an e-mail (mattdyet at iinet dot net dot au) and I'll send you an invite for access. Scott and I have both been working on stuff for it.

EDIT: Concept for the Space Moscow arena.

Photobucket

Thoughts?

Tuesday, October 27, 2009

Output Library Error

Go to Project in the solution browser, properties, change to EpicGame (not GameLibrary)

Week 14 work

Andrew / James - collisions then zones

Mat / Tahaa - character animations, splash for portal door

Llew - to buddy with Mat or Andrew

Adam - Space pirate final animation, then cavern level sprites (handover concepts for cave to Kieran to model)

Mark - concepts for level props

James S - Working on more concept art at the moment for kieran

Curtis - C# code that I wrote that connects to a MYSQL database incase any of the programmers want to look into it, making the database.

Matt and Scott - This week I'll probably be working with Scott on the Space Moscow level and its layout. UV mapping and texturing for Space level

Ben M - will finish the model this week and start the UV's. i can also make the vendo matic

Tuesday, October 20, 2009

Week 12 - Project Begins

We have:

XBox demo.
- basic collision
- gravity
- player
- score
- level end detect
- rotate camera
- splash screen / outro
- hud works - weapon change / score / timer

Bugs
- collisions ( Andrew has a solution )
- right click on window - closes the app - force fullscreen on pc version
- explosive velocity of enemy
- fogging
- resize sky box
- zone detection
- character animation - code to support some sort of action matching system
- (art) space agency texture revision

Features
- Level 1 (space agency) need to function as a hub - need design and then code
- Need to finalise level (pirate level Mark and James) - level data itself (polys / coll boxes / fbx)
- Pirate done ( simple version ) Ben and Scott to finalise Ninja chick by next week.
- Ben to to vendo-matic (concept by monday, then finalise over next week)
- Matt D to put in vendo-matic placeholders
- Prepare a list of asset for Kieran to make. Matt D to UV. Curtis is asset manager.
- Bugs and worms for level 3 (Adam) continual concepting of level 3 (liase with coders to see what's possible)
- Andrew/ Curtis - Merge collisions
- Peter/James - explosive velocities/fogging
- Tahaa / Mat - zones and character animations

Meetings
- Agenda #1 (next week) discuss the design / finalise it
- Agenda #2 haxing mode? Got time?

Week 13 - Meeting

- Scott - please go ahead and work with Matt on Moscow please
- Mark - please generate an asset list and concept as required
some sound work with James S also
- Kieran with a a few objects to work on today please?
- Adam - was finishing his sprites... i think they're done, and he was starting his level
- Mat to check pirate level bounds etc.

Space Agency
1) ai's wandering around to make it look busy
2) a vendo-matic for weapons / upgrades
3) a majik door with splash screen to select level

Super weapons (nice to have)
1) we collect a super weapon
2) it is always found in the vendo-matic
3) you cant use this weapon on locked rooms - you have to win those the normal way
[12:15] Mark [Pirate]: okay so maybe evertime you finish alevel
[12:15] AndyH: 4) you can go back to an unlocked room using a super weapon and it has a time limit and lots more bad buys
[12:15] Mark [Pirate]: so the weapon will be a reward in the vendo-matic
[12:15] AndyH: so no more art, a little bit more coding and just spawn more bad guys per spawn point
[12:16] AndyH: yep Mark
[12:16] Scott: thats a good idea... you earn the supoer weapon by redoing a lvl and acheiving it

Sprites, Double Sized.

- Walk Cycle
- Attack

- Jump/kick

- Damage.
these are the current sprites that have been collected, they are double size.