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.

Tuesday, September 22, 2009

Todays Class

I'm not going to be able to make it in. I've still got to finish the trailer for the game that will be shown at GO3, so what I'm going to do is work on it from home today and then drive up to Northbridge to deliver it rather than sending it by mail. It's hard to come up with 3 minutes worth of footage of the level we currently have in the alpha.

What we need to get done today really is putting together Ben's Space Debris level, my Space Agency level, and James/Marks Space Pirates vs Space Ninjas level, throwing bad guys into them and actually having some playable levels ready for Go3.

Friday, September 18, 2009

Final Push

Monday is the last day we have to get this game in some sort of form to send off to the judges at GO3 if we still want to enter that competition. We'll need to have it packaged by Monday Afternoon if I'm going to get a video made of it, post it off and have it arrive in North Perth before Wednesday.

On an unrelated matter, great job on the website, Curtis.

Also, I have a box full of awesome t-shirts I'll be bringing in on Monday.

Sunday, September 6, 2009

Finishing Up

Just continuing from my Blog post, I've been thinking a lot about our schedule and what we should be really trying to achieve from here on out.

We've got five days left. Four days if you make the whole Monday of the 21st for packaging our game so far and ironing out the issues with it. So to make sure we're all on the same page I propose a (very quick) leads/design meeting tomorrow going over two points.

WHAT CAN WE GET DONE?

and

WHAT DO WE NEED FOR A PLAYABLE GAME?

I don't know what you guys feel you can do in 4 days worth of work (more if you include weekends if people are up to it). But I think that we should at least have a bare minimum to consider the game playable.

Programming:
  • AI/Enemy Movement
  • Fighting/Attacks
  • Camera Angle Changes
Art:
  • Completed Levels
  • Walking/Punching/Dying Sprites
I have a few ideas as to how we might be able to make combat fun and interesting using that knockback we currently have in the game and making it an actual attack for the player, replacing the "kill all characters" on screen attack with a short cooldown on it to knock away groups of enemies in melee range.

If people feel there are more things we need for the game or more we can achieve than what I currently have listed, I'll append this list during the meeting tommorow.

Wednesday, September 2, 2009

Competitions

Okay. I still haven't been contacted by anybody at GO3 regarding the games competition so I registered again and searched around for details regarding rules and the like. This is what I've found out:

We need to submit our demo for judging by the 23rd of September. Which is a Wednesday - the last Wednesday we have to work on the game. I suspect that day will largely be spent wrapping everything up and ironing out code for the actual event, so we should send out a build on the Monday.

With it they want a 3 minute video of gameplay. I'll tie this into our trailer and whip something up really quickly.

We have to submit it on DVD or CD, so we can't just drop it off on the Wednesday afternoon unfortunately.

Everything else is largely detail - you need a game summary, instructions, details of team members and how to contact them, etc.

So lets really push out as much as we can next week, we've not got much longer left to go.