Tuesday, November 22, 2011

End of the quarter

Contributions:

Raymond Tan
  • Concept Design
  • Level Design
  • Tweaked In Game Mechanics
  • Bringer of Food, Forgetter of Napkins
Ted Molinsky
  • Concept Design
  • Main Programmer - Game Mechanics
  • Main Programmer - Level Generator
  • Main Programmer - Object Functions
Brian Mushika
  • Main Programmer - UI Elements
  • Main Programmer - Sound System
  • Main Programmer - peripherals (counters, timers, displays)
  • Secondary Programmer - Game Mechanics
Josh Campbell
  • Concept Design
  • Game Design
  • Sound Design
Bob Juranek
  • Modeler
  • Animator
  • Splash pages
All elements in the game were created by the team except for the fonts and the sounds.
  • Background music is a cut from Squarepusher's track Star Time 2 from his Just A Souvenir album.
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I do hope we are all able to do some more work on the game over the break. I know everyone probably needs a week or two to decompress from the quarter and Josh will be off to Japan (lucky bastard) but if you guys want to try to arrange for an in person group meeting or skype conference to talk some more some time over the break, let me know.
Great job everyone and have a good holiday.

Last build I believe

http://www.mediafire.com/?xdlf4fk8d8yqb88

Wednesday, November 16, 2011

Wrapping Up

Ok guys heres somethings I have been thinking about that we should try to get done in the next few days to wrap up for the class.

0. Play test as much as you can, try to break the game
1. We need to get a collection of sounds for Thursday and play through all the sounds to see what fits and what needs to go
2. Animations need to get in and work appropriately
3. The UI work needs to be merged with the current version
4. Level tweaking or replacing of levels
5. Level times to give player ranking at end

Also can you guys test the spawning bug where you spawn too early? The controls need to be tested also, let me know as soon as possible if there are any buttons that do multiple things like move and shoot.

Saturday, November 12, 2011

Some aesthetic changes

Some of the more aesthetic variables were changed and should make things look nicer in game when put in. A possible issue to this is that when the new titles and menus are put in, this may result in some missing blocks since one of the variables I changed was the fountains. I could go into it after and changed the titles/ menus so that they appear or we could create a separate object for the in game levels using the variables I changed and then assigning them a different ASCII key instead of 'F'.

Speaking of aesthetics, apparently...

Cookies Make You SEXY

Thursday, November 10, 2011

Controls Reminder

If you guys would like to try different keyboard set ups remember that you can. When open the .exe file you will see a window that says Play! along with the resolutions above it. Above that there will be two tabs click the Input tab and adjust the controls to your liking. The only thing you have no control over is the arrow keys for shooting paint as that is hardcoded right now. So if you show someone this game and you shoot and walk at the same time, you need to change the controls because they default differently everywhere and I can not save them for you.

Tuesday, November 8, 2011

Work in Progress --- Sounds Coming Soon

Don't forget to put up your playtests.
I'll compile them Wednesday night/Thursday morning
Enjoy

Instructions screens finalized

I finalized the instructions screens. This week I plan on figuring out and fixing the problems with the character animation.

Sunday, November 6, 2011

Update

So ok, we should be solid on levels at 14. Ray can pump these out like well ill stop there... Let's just work on polish for the rest of the project. We need to adjust variables and tweak the current levels depending from the playtests.

Brian, somethings I noticed with your main menu was that you were checking the position of the player but could you change that to be states? Like if the player hits down on the controller/keyboard they go from state 1 to 2, then just have a switch statement that takes you to different screens depending on the state. Just saying this so we can move things around on the main menu without having to adjust the code a lot.

Josh and Brian, the sound effects are really late. Also just wanted to say I think the jumping sounds a bit like jumping off a trampoline and not sure if it fits. AANNNDD I may have removed the sounds playing in the game since I had to merge the files and didn't even think about it, so we need to throw these back in on Tuesday.


AAAAAAANNNNNDDDDD one more thing, don't use the mouse on the main menu screen or youll go to the wrong screen. Brian can you also look into that.

Friday, November 4, 2011

New Levels and possible titles

There are 14 levels in all now with 1-6 acting primarily as learning levels I guess and should teach everything except shooting and the collectibles(since they aren't there) so when playtesting keep this in mind.
Levels 6, 13, and 14 feature wall jumping and should be winnable as I tried to make sure they were never too far apart and set to what was my max distance wall jumping (though that could be due to my stupid fingers : ) ). So I guess pay special attention to these when testing this mechanic and player reaction.
There are also three possible titles in there using the level builder to design them, so take a look at those ( you may have to go into unity and adjust the level generator script to view them)

Thursday, November 3, 2011

Some things

Ceiling jumps are out for now due to wall jump testing, Ray can you make some levels that make use of wall jumping to properly test how it will feel. Also a new version with some tweaks and I removed that black/gray spike thing like you guys wanted, but this may be removing the feedback of what killed you since the spike disappears once it kills you.

Pick-up Done

I created a paintbrush for the pick-up in the game. From here I plan to tweak the character animation to make it look better.

Tuesday, November 1, 2011

Things to get done and what I saw from playtesting

So heres a break down of what I think thats needs to get done. This is primarily to help me and maybe you guys out. We should all be play testing also and adjusting variables if something feels too slow or too fast. Something major I noticed from the playtesting was the initial jump was way too high so we should lower that and give it a higher extra jump (the longer you hold it down the higher you go). Ceiling jump had positive response but something seemed a little strange to me, there was no feedback to know that you were going to do a ceiling jump.

Brian
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2. Merge the sounds with the latest build
3. Get the menus merged into the latest built
4. Integrate the game pad/keyboard into the menus (no mouse)
1. Get the internet

Ray
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1. Polish up your levels
2. Start creating a flow of levels (easy to difficult)
3. Tweak gameplay variables like jump, run and whatever else

Bob
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3. Need a ceiling jump animation
1. Need a jump animation
4. Possibly a wall jump animation
2. Sliding down wall animation
?. Model for the collectible if we are still going to use it (talk with Ray/Josh about what this is going to be)

Josh
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1. When sounds get implemented, test out everything to see if it is how you imagined
2. Maybe help Ray with levels
3. Tweak gameplay variables like jump, run and whatever else

Me
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1. Change Spike colors when hit by paint temporarily
5. Polish controls
3. Give a little randomness to throwing paint
2. Implement directional paint throwing (I think I may follow what Metal Slug and Contra did for directional shooting)
7. Change blocks to a 3x3 blocks to give a more natural color bleeding feel
6. Possibly add AI goons that walk left/right and throw paint
4. Work on getting the ability to leave a wall slide without jumping
8. Experiment with using the triggers to shoot a stream of paint and go further depending on how far the trigger is pushed (last on my priority list)


Think that should be it, probably forgot something but eh