Saturday, December 12, 2009
Final Post, December 12
This is our final post for this project. The key thing we finished was a prototype of the first level, the forest. We were able to complete the opening level with minions and Morgan implemented. Due to AI programming problems we were unable to get the boss battle to work. We have the concepts and sprites drawn, but it would not properly attack Morgan during the battle. We were able to implement the 'rising' motion but there was no way to get the battle to run properly.
We feel that we were able to get most of our ideas into the game. We were disappointed that the final battle couldn't be done within the time frame. There were also extra game play features that we wanted to use. Those could be added to a more complete version of the game.
Overall we are happy with what we finished in the game and are excited to possibly develop it further in the future.
Postmortem Review:
Successes:
*Our division of labor was evenly split up, and everyone did their job well. From blog upkeep, to game art, to game programming, to integrating the art and code, all the pieces fit together fairly well for a five person group project.
*Communication went well. Everyone knew what they needed to accomplish to integrate into the final project. We stayed in contact mostly by phone and through our tri-weekly class times. In addition, we worked together on Tuesday and Thursday outside of class to stay busy.
*Our brainstorming sessions were successful. Everyone pitched in outside of their specific area of work. Thus, this project was more collaborative than if everyone had only involved themselves in their job and not branched out. For instance, we had one main programmer for concepts like movement on the ground, ladders, and water. Some concepts, like fall damage, did not make it into the final version. But others took those concepts and adapted them to the version of the game they were working on which contained the final art. Programming could focus on just the programming without worrying about making the art work finely on top of the code. Because of this, coding could come up with a variety of concept possibilites. This helped divide the work more evenly and also allow for greater variation possibilities for the game. In addition, the art was split up between two people (who also upkept the blog). One created the linework while the other colored.
*Our group had a burning passion about our game and worked hard to make it the best we could. Motivation was quite high. All group members have said that they were more motivated about this project (our own idea from the ground up), compared to the Calculus project (more guidelines). Both types are necessary, but the fact that greater motivation equaled greater output remains undeniable.
Room for Improvement:
*Some sprites look a little blocky, so a fine tuning of the edges and how some platform sprites fit together could be tweaked.
*The AI for the boss battle could be completed and improved upon. Because AI is very difficult to program, this part fell behind when compared to the first level. Our group decided to make the beginning level the best it could be, and the boss battle got the leftovers.
*Our game could use the extra features like ladder climbing, water movement, drowning penalties, and fall damage. All three of these things are working in the coding version of the game (the version the programmer worked off of before the code was merged with the artistic version of the game). None of these aspects made it into the final due to time constraints, merging the files and debugging. However, since our turned in version is a prototype, these additions would be possible.
*After test playing, we found out that minion and platform placements could be tweaked to make for more challenging gameplay.
*The opening level needs a definite ending sprite to transfer to the boss battle. In the current version, the ending marker is ambiguous.
*Above post edited by Trisha for clarity*
We feel that we were able to get most of our ideas into the game. We were disappointed that the final battle couldn't be done within the time frame. There were also extra game play features that we wanted to use. Those could be added to a more complete version of the game.
Overall we are happy with what we finished in the game and are excited to possibly develop it further in the future.
Postmortem Review:
Successes:
*Our division of labor was evenly split up, and everyone did their job well. From blog upkeep, to game art, to game programming, to integrating the art and code, all the pieces fit together fairly well for a five person group project.
*Communication went well. Everyone knew what they needed to accomplish to integrate into the final project. We stayed in contact mostly by phone and through our tri-weekly class times. In addition, we worked together on Tuesday and Thursday outside of class to stay busy.
*Our brainstorming sessions were successful. Everyone pitched in outside of their specific area of work. Thus, this project was more collaborative than if everyone had only involved themselves in their job and not branched out. For instance, we had one main programmer for concepts like movement on the ground, ladders, and water. Some concepts, like fall damage, did not make it into the final version. But others took those concepts and adapted them to the version of the game they were working on which contained the final art. Programming could focus on just the programming without worrying about making the art work finely on top of the code. Because of this, coding could come up with a variety of concept possibilites. This helped divide the work more evenly and also allow for greater variation possibilities for the game. In addition, the art was split up between two people (who also upkept the blog). One created the linework while the other colored.
*Our group had a burning passion about our game and worked hard to make it the best we could. Motivation was quite high. All group members have said that they were more motivated about this project (our own idea from the ground up), compared to the Calculus project (more guidelines). Both types are necessary, but the fact that greater motivation equaled greater output remains undeniable.
Room for Improvement:
*Some sprites look a little blocky, so a fine tuning of the edges and how some platform sprites fit together could be tweaked.
*The AI for the boss battle could be completed and improved upon. Because AI is very difficult to program, this part fell behind when compared to the first level. Our group decided to make the beginning level the best it could be, and the boss battle got the leftovers.
*Our game could use the extra features like ladder climbing, water movement, drowning penalties, and fall damage. All three of these things are working in the coding version of the game (the version the programmer worked off of before the code was merged with the artistic version of the game). None of these aspects made it into the final due to time constraints, merging the files and debugging. However, since our turned in version is a prototype, these additions would be possible.
*After test playing, we found out that minion and platform placements could be tweaked to make for more challenging gameplay.
*The opening level needs a definite ending sprite to transfer to the boss battle. In the current version, the ending marker is ambiguous.
*Above post edited by Trisha for clarity*
Sunday, December 6, 2009
Final Week
Nov. 30 - Dec. 6
We've finished most of our prototype game. There are just a few more tweaks needed to get the first prototype level really set. All sprites, including the Big Boss have been colored and given to the correct people. Those should be placed in the game this weekend. We will have most of the game play in order as well as enemy attacks. This is the final post before the game is due. Good luck to us.
All we need now is to submit it and get the review all in order and possibly lay down a story line and our ideas for the other three levels.
So our goal for this week is to finish.
We've finished most of our prototype game. There are just a few more tweaks needed to get the first prototype level really set. All sprites, including the Big Boss have been colored and given to the correct people. Those should be placed in the game this weekend. We will have most of the game play in order as well as enemy attacks. This is the final post before the game is due. Good luck to us.
All we need now is to submit it and get the review all in order and possibly lay down a story line and our ideas for the other three levels.
So our goal for this week is to finish.
Nov. 23 - Nov. 27
This week we will have all sprites finished and start implementing them into the game. The platforms and the background are all finished. We have a workable version of the game with sprites provided by game maker. These will later be replaced by the finished sprites. We will work out and tweak the game play as well as troubleshoot any problems we may run into. This is just a work and development week on the part of creating the game.
Monday, November 16, 2009
More Lenses
Lens of Time
1. The length is determined by how big the levels are, how many enemies there are and how difficult, and the difficulty of the obstacles within the level.
2. There isn't a time limit for the entire level but there is a limit as to how long the fairies you trap stay trapped and you have to gather them before they break free.
3. No, we don't believe it would help our game because there is only a set number of enemies within a game and since your goal is to gather the fairies then you would eventually have nothing to do once the level is over.
Lens of Punishment
1. Damage from enemies/projectiles, in which you loose health. When your health is depleted you loose a life. When your life is lost a percentage of the money you have accumulated is gone for that level.
2. We want our players to have a motivation to survive. We have played games where there is no penalty for dying except to loose a life. You didn't loose the points/money therefore you could continue to play the level as long as you had lives to accumulated points/money.
3. Yes and No you may get damage from an enemy however sometimes that enemy will drop health therefore by killing it you gain a reward.
4. Yes because our strong punishment would be that you would loose a life by loosing all your health however by surviving you have the opportunity to gain an up grade with the money accumulated from the captured fairies.
1. The length is determined by how big the levels are, how many enemies there are and how difficult, and the difficulty of the obstacles within the level.
2. There isn't a time limit for the entire level but there is a limit as to how long the fairies you trap stay trapped and you have to gather them before they break free.
3. No, we don't believe it would help our game because there is only a set number of enemies within a game and since your goal is to gather the fairies then you would eventually have nothing to do once the level is over.
Lens of Punishment
1. Damage from enemies/projectiles, in which you loose health. When your health is depleted you loose a life. When your life is lost a percentage of the money you have accumulated is gone for that level.
2. We want our players to have a motivation to survive. We have played games where there is no penalty for dying except to loose a life. You didn't loose the points/money therefore you could continue to play the level as long as you had lives to accumulated points/money.
3. Yes and No you may get damage from an enemy however sometimes that enemy will drop health therefore by killing it you gain a reward.
4. Yes because our strong punishment would be that you would loose a life by loosing all your health however by surviving you have the opportunity to gain an up grade with the money accumulated from the captured fairies.
Sunday, November 15, 2009
Fairy Hunter Progress Report: 16-20 Nov.
Progress last week:
Goals this week:
- First demo was completed, with basic movement and player/enemy interaction.
- First level woodland background with platforms in progress.
- Concept art for player and enemy boss characters completed. Some sprites colored.
- Boss and Minion Sprites in progress.
- Walking sprites for player character completed.
Goals this week:
- Continue work on player/enemy movement mechanics (climbing & swimming).
- Work on gun mechanics (shooting, cool down, ammo). Wind gun for first level should shoot/summon a whirlwind to knock enemies back and deal damage.
- Work on platforms, foreground, and background art and mechanics. The player should jump on more seamless tree limbs, not just blocks.
- Work on boss mechanics for first earth level.
- Work on regular enemy mechanics (if close enough to player, chase and shoot).
Wednesday, November 11, 2009
Lenses
Lens of Chance
1. The enemies will have a random chance of dropping health
The damage dealt by the guns will feel random because each gun has a hierarchy based on the different types of guns and upgrades.
The enemies would feel random because they are triggered un-knowingly by the player.
2. The feelings given would be positive for the health because you need health periodically throughout the level. The spawning of enemies could possibly feel hopeless if you aren't doing well but there is always a way of defeating them.
3. We need to experiment and test to determine the best possible combination of distribution will work for our game
4. Capturing the fairies could cause other fairies to get hit and when they are under the net you have to go among the other enemies to gather the fairy.
5. The majority of our game is based on skill. You have to time jumps just right to get over certain obstacles. Also the game allows you to sell fairies at the end of each level for money used in upgrades. So, you have to decide whether to keep them or sell them. There are many other skill based parts of our game that will be explained at a later date.
Lens of Reward
1. After you defeat each boss at the end of the level you get a new elemental gun. This is beneficial if you know which element to use it against. You also earn money for each fairy captured. The money or points are used to gain upgrades for your guns, health, armor etc.
2. We haven't had the chance to play the game and it's possible that we would want to add more rewards to the game to try and make it more exciting for the player, but for what we have we find it exciting because you want the upgrades to increase your 'power.'
3. The only regular reward would be health dropped by the killed enemies. This is random so I would be said that it depends. But the major rewards are given only at the end of each level when you gain the Big Weapon or buy the upgrades.
4. There is the aspect of upgrading which stacks on one another and then the weapons. They are only gained after you defeat the big boss of each level.
5. This is an aspect that we need to look at more.
1. The enemies will have a random chance of dropping health
The damage dealt by the guns will feel random because each gun has a hierarchy based on the different types of guns and upgrades.
The enemies would feel random because they are triggered un-knowingly by the player.
2. The feelings given would be positive for the health because you need health periodically throughout the level. The spawning of enemies could possibly feel hopeless if you aren't doing well but there is always a way of defeating them.
3. We need to experiment and test to determine the best possible combination of distribution will work for our game
4. Capturing the fairies could cause other fairies to get hit and when they are under the net you have to go among the other enemies to gather the fairy.
5. The majority of our game is based on skill. You have to time jumps just right to get over certain obstacles. Also the game allows you to sell fairies at the end of each level for money used in upgrades. So, you have to decide whether to keep them or sell them. There are many other skill based parts of our game that will be explained at a later date.
Lens of Reward
1. After you defeat each boss at the end of the level you get a new elemental gun. This is beneficial if you know which element to use it against. You also earn money for each fairy captured. The money or points are used to gain upgrades for your guns, health, armor etc.
2. We haven't had the chance to play the game and it's possible that we would want to add more rewards to the game to try and make it more exciting for the player, but for what we have we find it exciting because you want the upgrades to increase your 'power.'
3. The only regular reward would be health dropped by the killed enemies. This is random so I would be said that it depends. But the major rewards are given only at the end of each level when you gain the Big Weapon or buy the upgrades.
4. There is the aspect of upgrading which stacks on one another and then the weapons. They are only gained after you defeat the big boss of each level.
5. This is an aspect that we need to look at more.
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