I've been working on a Splash Screen and a Health Bar.
Next week I plan to work on creating a throwing animation as well as adding more character textures.
Tuesday, October 11, 2011
Monday, October 10, 2011
Sound option
I got the sound enable/disable option to work from the Option screen so that the player can turn on and off the sound if they want. Also i got the font to work, i mean customized font to work all we need is to decide what type of the font suits the game.. But for now i am just using placeholders..
Thanks guys,
So long and stay thirst my friends..
Thanks guys,
So long and stay thirst my friends..
Sunday, October 9, 2011
Little update
I have been working on the trails a little more and think this is much better then before. I have it changing colors on death and no slow downs for creating these trails. For Tuesday, I am hoping to have the player trails work properly without creating any kind of slow downs and have it when these trails hit a block they change that block to the color or the trail. I haven't posted this stuff yet so hang on, it should be up tomorrow.
Oh yeah, and should have Bob's animated model going in for Tuesday.
Oh yeah, and should have Bob's animated model going in for Tuesday.
Saturday, October 8, 2011
Email Rehash
So this is pretty much what I sent in the email earlier this week, but hopefully a little bit clearer. As you can tell from the playtests, one of the concerns raised was that the game was a little confusing and hard to know what to do. The simplest and most efficient solution would be to create instructions that are given to the player beforehand. Next is just even simpler levels with easier to reach goals, though in my playtests with the initial levels that I thought were really simple, one of the testers said it was a bit boring and should have at least one trap/explosion effect in it and the other still found it difficult to understand what was happening. The following is some of the proposed solutions we came up with in class:

The really simple level in which the corresponding mechanic is obviously revealed, in this image jumping or double-jumping

A collectible having an one-time additional function in the early levels that literally spells out what needs to be done



The gradual change from colored to blank levels so that the player is first given visual cues as to what to do and also given the idea that the game will move to a complete blank level
If not too difficult, it might be best to implement all of the above situations and playtest those during the next round so we can see which one is best from the player's perspective
Also, some ideas for the visual goal of the levels that were come up with is moving from canvas to canvas in the level. We could even have it where the starting canvas is actually a screenshot of the previous level, though at the scale it's at it probably wouldn't be noticeable, and a blank canvas representing the next level, or other art/paint tools like brushes or palettes (Ted, this is what that thing is called that isn't an easel :D )

The really simple level in which the corresponding mechanic is obviously revealed, in this image jumping or double-jumping

A collectible having an one-time additional function in the early levels that literally spells out what needs to be done



The gradual change from colored to blank levels so that the player is first given visual cues as to what to do and also given the idea that the game will move to a complete blank level
If not too difficult, it might be best to implement all of the above situations and playtest those during the next round so we can see which one is best from the player's perspective
Also, some ideas for the visual goal of the levels that were come up with is moving from canvas to canvas in the level. We could even have it where the starting canvas is actually a screenshot of the previous level, though at the scale it's at it probably wouldn't be noticeable, and a blank canvas representing the next level, or other art/paint tools like brushes or palettes (Ted, this is what that thing is called that isn't an easel :D )
Wednesday, October 5, 2011
Collectables
Possible ideas for the collectible items.
- Only 1 item you have to pick up in the entire map.
- Every time you die the item gets taken away from you. To get the reward for getting the item. You must pick it up and get to the exit without dying.
- There could be multiple pieces to pick up to receive the reward. Again you might have to get all the pieces without dying, but would not have to get to the exit.
Render Settings
Ok so if you decide to show someone testing the game, make sure you use the default window size and have the graphics quality/render setting to "Good". Since I hacked together some explosions it will effect the gravity of the paint blobs for now. This is something that I need to fix.
Tuesday, October 4, 2011
Temp sound
Ok, I got some temp sound in, but i am only using the one sound for all the stuff, if the audio team can send me some simple sound for now that will be good. I am also now working on the option to allow the player to turn sound on and off.. hope i get that in..
stay thirst my friends..
stay thirst my friends..
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