Wednesday, June 1, 2011

week 21 B-- Mathew Theroux

Fixed the attack animation issues.
Added body collision regions to enemies for smoother physics.

Monday, May 30, 2011

week 21- Matthew Theroux

(No posts last week? Busy, busy).
Game turned out great. There are a few more aesthetic things to work out, as well as some collision issues on the holes. All that is left is to post the game. As you may remember, the *.fla file corrupted immediately after exporting the final *.swf, so I will have to go back and rebuild from the last backup. Since I'll be in there, I'll be tweaking those aesthetic issues that were pointed out to us. I can't drop to Dropbox.com because I am at 169% capacity, but I know we can find another way.
-Later.

Tuesday, May 24, 2011

James Henderson: Term 2; Week 9

Well this is it. Interfaces went really well and I am happy about it. Its coming down to the end, the 20 week journey is almost over. When Death Ink was made I honestly thought that we couldn't work as a team, and we wouldn't make a good game, I happy to see I was wrong, I had a AWESOME!team, but I learn a lot about team work and what it takes to make a successful. The Project is almost complete, adding the final touches on it and ready to be fully playable, there not much left for anybody to do, so I think we are ready.

Thursday, May 19, 2011

Shaylin Clark: Week 9

I have nothing else to do...

Week 9: Eric Swarts

Interfaces is this Saturday and our game is awesome! Congratulations to Matt for doing such a great job with coding the game. Today we did lots of playtesting and got lots of good feedback, so we should be able to incorporate a few of the smaller things by this Saturday. See everyone this Saturday!

week 19 D Matthew Theroux

-DONE-
Increased LOD and max LOD when Scrap picks up 'Ink of Reality'.
Implemented detailUp & detailDown animations.
Created & added awesome SFX.

-TO DO-
Force Implement SFX.
Allow KO at 0 HP.
Swap out filled-in spiders.
Link Main Menu GUI.
Embed "Deathnote" font.
Disable jumping if attacking + attacking upon landing.

-TEAM-
Lots 'o play testing from the fans helped to catch bugs.

Wednesday, May 18, 2011

week 19 C Matthew Theroux

We don't need a squid. We have a squid.
What we need is a *bat*, a bat that works.
The bat needs to be filled in, at least on its injury animation, so that it can be mouse pasted. There need to be stops at every animation. The frames should be properly labeled. You need to refer to that documentation I went through the trouble of filling out for you. That is what it is there for. Mostly, get the damn thing filled in. Giving me the exact same broken file doesn't seem to fix this. Thanks.

week 19 B Matthew Theroux

-DONE-
Enabled Rotator rotation (bad linkage).
Enabled Rotator stop. (needed ABS() ).
Enabled Rotator reverse.
Created LevelDown animations from levelUp animations.
Added LevelUp & LevelDown animations.
Possibly found cause of mystery collisions: Rotators
Deleted rotator animations, suspecting the extra frames as the collision cause.
(Rotators rotate via code, anyway).

-TO DO-

Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.

Add awsome SFX.

Link Main Menu GUI.

End EnemyKO when timer ends.

Integrate LevelUp & LevelDown animations.

Embed "Deathnote" font.

*Always* kill Scrap at zero LOD. (Detection)?

Disable jumping if attacking + attacking upon landing.

-TEAM-
James is making a 'Credits' screen
Jack is making a loading screen.
Jack learned how to record in Fraps and will be taping video, Thursday.
Also Thursday: practice presentation up the wazoo.

-OTHER-
'Found my laundry card. I am happy to show up with clean pants. :D

Tuesday, May 17, 2011

Shaylin: Week 9 Tuesday

I don't know what happened, but I just finished the squid enemy animations a few minutes ago. I started the squid lod 2 animations today.

Monday, May 16, 2011

week 19 A Matthew Theroux

The final stretch...
-DONE-
Re-enabled fighting. (Label mismatch).
Stopped infinite injury on Scrap-LOD2, (aka, Jerry's Kid syndrome).
Fixed platform corner collisions with body & feet collisions.
Tweaked Scrap's max jump height to 120px.
Individual object scripting for the level-- at least, as far as I can understand.
Stopped infinite suicide rage (keystroke error).
Halted platform movement when 'Paused'.
Nullified wall collisions with 'hole' objects.
Nullified cutable collisions with 'hole' objects.


-TO DO-
Rotate rotators.
Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.
End EnemyKO when timer ends.
Embed "Deathnote" font.
Adjust Floor & wall collisions-- rooms 01, 02, & 03. (Mystery boxes)?
*Always* kill Scrap at zero LOD. (Detection)?
Disable jumping if attacking + attacking upon landing.

-TEAM-
Wear uniforms for team photo.
James will drop promo to Amanda.

-OTHER-
'Found my pants. 'Lost my laundry card. :(

Saturday, May 14, 2011

week 18 F -Matthew Theroux (Saturday)

The end of a productive week.

-DONE-
Removed damage taken from enemies when slicing them.
Quit attacking, jumping, etc. when dead.
Enabled multiple button switches to activate a door.
Disabled wall sticking by reversing direction twice.
Added Scrap's animations for LODs 1 & 2.
Coded on Scrap's animations: LODs 1 & 2.
Checkpoints remove upon entry.
Pastings abort at checkpoints.
Created funky new reality ink.

-TO DO-
Renable fighting (What)?!

Adjust Floor & wall collisions-- room 02 & 3. (Mystery boxes)?
Fix platform corner collisions
|-> Try body & feet collisions

*Always* kill Scrap at zero LOD.

Tweak Scrap's max jump height.
Disable jumping if attacking + attacking upon landing.
End EnemyKO when timer ends.

-TEAM-
James & Zack collected their Scrap LOD animations into master MovieClips.
Jack did the main menu GUI button code, mostly.
James is continuing on the IndieDB site.
James is creating a "LeaveBehind" brochure
Zack is reworking the documents.

Week 8

Whoa! Pizza? I woke up this morning and saw boxes of pizza in the kitchen!

5-10-11/5-12-11
I was working on extra animations for the enemies. I thought it would be cool to make an realization animation; where the enemy is coming to life.

Week 8-Zack McGuire

Interfaces is a week away. We have content that we can record and edit together to show game footage. Some final things are being worked out before we take footage. Once we do that we will work on our presentation for Interfaces. James is going to do a handout that we can pass out at the conference. There are still little things to wrap up and paperwork to update but things are coming together. Its been a long term.

week 18 E -Matthew Theroux (Friday)

-DONE-
Swaped in Eric's new Level + assets.
Removed the 2nd jump.
Fixed Spike detections.
Repaired all Eric's new level assets. (the Paper ruined the rect collison).
Enabled checkpoints that respawn the player after death and reset enemies.
Doors slide back down when their switch is deactivated.

-TO DO-
Remove damage from enemies when slicing them.
Disable jumping if attacking + attacking upon landing.
Account for multiple button switches to activate a door.
Floor & wall collisions-- room 02 & 3. >:~p
Platform corner collisions


-TEAM-
We meet tomorrow at 03:00PM.
PIZZA is neccessary.

week 18 D -Matthew Theroux (Thursday)

Blogger.com is back online. :~)

-DONE-
Created Scrap's separate "injured" animation /= "KO"
Disabled one-hit instant death from enemies
Named buttons & doors & rotators
Streamlined movement for doors (same speed & distance)
Disabled button collisions with boxes before they are done pasting
Enabled walking on top of doors with extra platforms, slightly above
Moved enemy-spike collision code to spikes (spikes have no KO)

-TO DO-
Swap in Eric's new Level + assets
Remove damage from enemies when slicing them
Disable jumping if attacking + attacking upon landing
Account for multiple button switches to activate a door
Remove 2nd jump.
Remove (???)

-TEAM-
Anthony is doing LOD transition animations for Scrap.
He finished 1-to-2 and is working on 2-to-3.
Shaylin is filling in the bat & spider.
Jack is working on the menus and GUI.
Eric redid the level + assets for texture.
Now, he is working on adding our awesome assets to an equally awesome showcase piece
James is handling our indieDB page.
Everyone is submitting their artwork for both projects.


-ALSO-
I lost my pants. :~(

Wednesday, May 11, 2011

week 18 C -Matthew Theroux

Sorry about the lousy game demo, James.
I believe that was mostly my fault, but I have fixed most of the errors.

Everyone else: sorry for the harsh words, earlier.
Just keep doing whatever you are doing, or whatever you think you need to do next.
You will be happy to know I now have CS5, so that I can lose plenty of sleep at home, now.

Tuesday, May 10, 2011

James Henderson: Term 2; Week 8

.....I will admit, I was mad last week, so mad that..I started to call it quits. I am still mad a little. Its not about the grade anymore to me, this is team project and we are suppose to work as a team to make a cool game. I have done a lot of thinking and I don't want to quit, I want to continue with the game, but I don't know whats going to happen.

week 18 B-- Matthew Theroux

Found many more mystery boxes.
Used instance names (#s) to remove mystery boxes.

Need art assets.

week 18 A-- Matthew Theroux

cause of jump error: bad collisions, not physics
cause of bad collisions: mysterious 'Box' #817.
damage + death implemented
Scrap's lod + ink level correspond to health
disabled bug that allowed a pasting enemy to cause damage

Sunday, May 8, 2011

Week 7 Zack McGuire

I'm feeling a little better after this weeks presentation. I think it went well besides the obvious bugs in our game. We have 2 weeks before interface to spice it up. I think we need some contrasting foreground and background. The level could have a lighter paper texture to it while the background could have a darker shadowed look. The main things we need to work out are the level bugs, the character animations and make sure they are working properly, and a UI.

week 17 F- Matthew Theroux

Good news: nullified the enemy-spike collision during its pasting
button collision fixed
buttons and doors (LEVEL) now named for program control
SCRAP lod swapout ready (Need lods 1 & 2)!

Bad news: lost collision with the floor

Good news: It was the flash file that nulled the floor collision.
It corrupted while the file was open.
'Reverted back to last *.fla.

Bad news: SCRAP can jump, but now gets stuck in the air,
due to messing with the code trying to fix the floor issue.

Good news: 'Should be able to replace Friday's code for Physics2D and Lod(Scrap).

Bad news: Replacing the *.fla & *.as files cancels out a lot of Saturday's progress.


*GOLD* Artists + other: I need art!
> "Scrap": Lod1, Lod2 master MovieClips that match Lod3
> Menu system
> "Bonespider MovieClip needs fixed.
> Sign us up for IndieGames.org.
> Web hype
> Marketing
> Appealing ink-style backdrop
> Preloader art assets
> Anything else? Suggestions?

Saturday, May 7, 2011

week 17 E- Matthew Theroux

Good news: (enemy + spike) collisions with death animations working.
Bad news: (Scrap + ground) collisions not working.

**Artwork for Gold:
>LOD1_mc, LOD2_mc to match LOD3_mc
>Menus
>(bone)Spider_mc needs fixed
>Preloader Art
>Showcase?
>Anything Else...

Friday, May 6, 2011

week 17 D- Matthew Theroux

Review: Goals after our last presentation.

-Main Menu/ in-Game GUI (not beta ready??)

-Level Backdrop Art (=far away inky shadows?)

-?IndyGames.com? entry

-programming/ functionality(MATT)

-Anything else?

week 17 C- Matthew Theroux

The preparatory presentation went smoothly. Voices could be a little louder for our audience to hear, and slide-to-slide format needs to match a little better. Let us not go out of our way to point out our weaknesses during a presentation. Our audience says they would not have even known something was wrong.
The game presentation was another story. Although I was devastated and upset at the time from nothing working, I now realize that this is not bad for an *ALPHA* presentation. As you all know from your studies in class, (yes?), an alpha build is playable from start to finish, but lacks luster and possible functionality. As I said the week before, I would not be promising any of the new changes in time for this "beta" presentation.
Every single asset I received, besides the audio clips I got from James, had at least one problem or another with it. At least Anthony had done his ON TIME, so that he could make most of the necessary corrections. None of the other MovieClips had stops on them, and just fell through to the other animations.
As for the level, it was more complete than before. However, it was still basically a drawing with a few assets in there, such as crates, spikes, and buttons. There were no collisions whatsoever, so I had to waste time putting them in to present.
I explained what I had needed verbally, then went out of my way to document it out. I do not think anyone who was turning in these type of assets was even looking at these documents. I cannot be getting half-assed work from you guys. This is an important project that we are supposed to present to professionals in our proposed future field. I need to first focus on my own work, the work that no one else can do. Only after that, can I afford to pick up slack from other people, or we will not have a game that works. I promise I will do my best.

Thursday, May 5, 2011

Larin Payne-Week 17

This week the team talked about whats needs to be done, and repairing for the presentation update. The Team was working on the game, trying to create a working game, as well as the presentation for Beta. It wasn't as busy as the weeks before, but I looked over the animations and make sure they worked in the game.

Thursday, the presentation was done, and it as the best one done. Now the team is geting it ready for interfaces. I have to create some image shots of the game and drawings to give to Amanda so she can use them for the interfaces. I will be working on that.

Larin Payne-Week 6

I just got done with the last animation, the redo of the double jump. The climbing, knockout, and deathblow animations and drawings are done. I send the update over the dropbox and turned it end to Matt, James, and Zack, as they were animating from those files. I didn't get the chance to come Saturday as I had to work extra days from all the rain from last week. I was told to stop creating the enemies as Shaylin already have enemeies created, and the team had a change of plans and only working on one level.

The change of plans were to create one level and have LOD renamed "Scrap". The player or Scrap, would go through the three level of detail as health than going to the next level. Matt and Zack says they will stay with the new level and use only what already been made. No more new animations, just trying to get a working game.

I will do a little touch up while I catch up on other things, I couldn't come Thursday, but I am online with the changes in the game design. All the basic animations and designs were done before the big change to the game.

Week 7 or 17

5-5-11 The presentation didn’t draw too much criticism. We did sustain heavy damage, but hopefully, the presentation will go well at interfaces.

week 17 B- Matthew Theroux

Uniforms. uniforms, uniforms, uniforms.
Did I mention uniforms?
black button down shirt, white T-shirt, black dress pants.
Don't forget: uniforms.
Let's look pretty.

week 17 A

The bugs that were causing things to not show up were fixed. Some assets were damaged in the transfer, which begs a question. Other assets were or still are incomplete to put into a game. I believe this is our final goal, yes?
There are platform collision issues with the boxes. The special collision detection of the knife into an enemy is an issue because the knife and its hit box are so deeply nested. Also, there are naming issues with LOD's several animation frames. This mechanic will not likely be ready for Beta.

week16 D- Matthew Theroux

Tuesday, May 3, 2011

Shaylin Clark wk 7

POST 110! If there would be a third enemy that would be introduced, it would be the squid. The squid would be probably be meant for the final presentation, since it's not finished yet.

week16 C- Matthew Theroux

Good progress was made by all who showed up this Friday and Saturday. Keep up the good work!

Saturday, April 30, 2011

Zack McGuire Week 6

Huge rework this week! The team designed a complete new series of rooms for our level, our mechanics were simplified, enemies were cut down, and the overall gameplay of our game has changed from fighting platformer to a puzzle platform. With only a few days before beta I hope everyone is working hard. I am working on our level assets in hopes that we can throw together something to playtest on tuesday.

week 16 B -Matthew Theroux

Although the cut&paste mechanic was easy on a singular, simple stage, there have been complications implementing it through the HUD. One issue is that the HUD is a mobile container. Another issue is the cross-class communication. Both of these issues should be easy to deal with. However, with lack of sleep and energy, my focused goal of squashing the one task by EOD Friday was... squashed.
Fortunately, after deciding to sleep in until 10 on Saturday before handling some life challenges and making it on site ~12, Mr C. was able to somewhat tackle the very strange errors impeding my path, possibly due to the cracked Flash files I was given. The cut&paste mechanic is now working again. Although, at this moment, the paste object always believes that it is blocked, when it should not be. This and the button mechanic should be done by EOD, today.
As far as I know, all current enemies are functional. Squid2 also has animations. I stopped working on Squid3 and Chupacabra3 because the game has changed, for some reason. All code for the original game should be functional by Tuesday. I won't make promises on any last-minute design changes.

Thursday, April 28, 2011

Shaylin Clark Wk 6

4-28-11 The puzzle levels in accordance with the cut & paste ability is unique.

I think my animations are about 90-95 % done.

James Henderson: Term 2; Week 6

Everything has been going really good with the project, Although there has been a lot of changes to the game, and I mean ALOT, most of it was good changes. The changes are more easiler for us and we can make this work. The powerpoint is almost done and there is still alot of work to do. Todays meeting was really good, now every knows what to do. We are working really hard on this, so its going to be a good game in the end.

Tuesday, April 26, 2011

Larin A Payne-Week 5

This was a busy week, I was trying to keep ahead of texts on things as my Flash trial expires next week and I don't want any crush time as I have other classes I need to catch up on. I am working on the last of the main character; the climbing, hit strikes, and a deathblow animation. I also need to work on a new double jump as the one made wasn't what the team respected.

The animations should be finish next week as I need to play catch up on my of other classes on the weekdays. I will work on the animations on the weekend.

I'am late on the weeks post, as this is what I did last week. Week 6 will be on Thursday.

Shaylin Clark wk 6

Today, I finished the damage and dizzy animations for the spider.

Main Character Name: Here are some suggestions:
Stark
Zink
Ink Fighter


Inner Conflict: No one is going to get fired or kicked off the squad. We went through world war I together, and came back with minor injuries. This second war is tough, but we our spirits are high. Campaign Interfaces will be a hard fought battle. If we pull through together, then well do good.

Week 6: Jack Wilson-Perrien

Big News!! We just had a major revamp of the whole project. We basically took the origin idea and change the whole game from an action/adventure platform to puzzle platform. The original ui concepts have been scraped and James will be working on the background illustrations. I've started reworking the ui code. It's crunch time boys and girls.

Eric Swarts: Week 6

The third level art is completely finished and given to Matt to incorporate into the game. It took longer than expected, but it's done. However, due to coding complications Zack and I might have to redesign the third level and create something to accommodate said issues.

week 16 A- Matthew Theroux

After my team leaders pretty much told me that they have no faith in my abilities as a programmer, we explored the possibility of scrapping the current mechanics. I think what we have now will be fine. But, if we can add more interactivity *on top of what already exists*, it could be much better. Zack and Eric will
I have been tasked with making sure the cut/paste mechanic works in a scrolling level. I already have a good start. I just need to redo the HUD to move with the camera. I have completed and turned in documents that organize the procedures for adding items to the level, as well as a synopsis of enemy behaviors with corresponding animations.
Outside my own responsibilities, my main concern at this point is seeing that the HUD works.

Sunday, April 24, 2011

Zack McGuire Week 5

The term is half over. Beta is just a week and a half away. I'm a little worried that we will still have some major bugs in our game at that point. The art is coming along great. Animations are being pumped out and refine like crazy. The presentation that James is working on is looking great. I was thinking about having a page about obstacles or just some explanations of how the mechanics will be used to overcome them. And I hope we can get team shirts in time for our presentation. The logo was fine tuned and placed on a shirt design that is really stylish.

Week 5: Jack Wilson-Perrien

I've got most off the ui script done. Zack gave me some assets (backgrounds and buttons). He also gave me an ink bottle to animate. The idea is the ink levels changes pending on the button pressed. The coding didn't give much trouble, but I still need to know what all the options are.

Friday, April 22, 2011

Week 15 B -Matthew Theroux

Sorry for the disappearance on Thursday. I had a medical incident on my way to get a quick bite to eat. Lesson learned: caffeine and aspirin do not take away the pressures of midterms.
No code has been fixed since Tue. I had 3 hours available on Wed, but I needed it for Z-brush. I was working on redoing the Cutable code on Thursday, but it was lost both it and my Z-brush composition on Thursday because they weren't saved.

Thursday, April 21, 2011

Shaylin Clark Week 5

4-19-11 I began the Spider movement animation.

4-21-11 Spider movement is complete. I began working on the spider attack and damage animations. I decided earlier on that ink would come off damaged enemies.

Wednesday, April 20, 2011

James Henderson: Term 2; Week 5

.....I have to say...Our last presentation was really terrible, probably the worst one. I have taken the job in making our power point presentation, because the next time we do present I want to be ready. I feel that we need to really do good on this presentation, so I want to go all out and feel that our game is the best game ever. We need to feel that Our game is the best and have confidence in it, because if don't believe in our game how is anyone else going to believe in it. I really want us to get our game out there, and everybody is working really hard on the game, I have confidence in it.

Tuesday, April 19, 2011

week 15 A- Matthew Theroux

I've searched for the T-shirt place 3 separate times with no success. I even got out of my car and searched around on foot by the comic book store and shoe repair at 14mi and Main. My contact swears it is still there, open, and clearly labeled. Somehow, another student who had been referred also had great troubles.

I've fixed a few more bugs. Aesthetically, Sketchbook3 is working much better. some of the marking ground tiles were upside down and needed to be flipped. The bat aims for LOD's head, now, which is much more amusing than his feet. The squid is immobile, and the spider jumps? in place. There isn't anything telling the spider to jump, yet he does it, anyway.

I'm working on an Enemy Behaviors Document to help communicate what I'm thinking about them, even though we discussed it in meetings, already. I'm also supposed to fix the cuttables to shrink to either the HUD or the camera so that they don't scroll. Right now, they aren't even cutting. They stopped cutting right around the same time I fixed their detection of LOD. I hope I can get them to work in time.

Monday, April 18, 2011

Zack McGuire Week 4

So our alpha presentation didn't go as well as i'd hoped. Im sticking James on creating a stylish presentation so that doesn't happen again. On the bright side, even though our presentation blew, we are still doing well with our progress. Next week we start the user interface and continue on character, enemy, and level animations. Bring your A games guys cause we are already in crunch time.

Saturday, April 16, 2011

Week 4: Jack Wilson-Perrien

Hey, This week we presented and it didn't go so well. James has taken over the presentation now that most of the sounds are done are done. I'm working exclusively on the ui and Zack has given me the basic layout. I've going to coding it today.

week14 F -Matthew Theroux

Fixed a bug that the enemies had trouble detecting LOD.
The problem was that I was using the distance tolerance the opposite way that it is normally used. Turning the values up, instead of down, enables easier detection. A value of about 288 is good for the current scale and screen size.

week14 E -Matthew Theroux

Hey, guys.
I need the reworked animations so I can match them up with the physics.
Thanks.

Thursday, April 14, 2011

Week 4: Shaylin

4-12-11 I exported the GIF files for the Bat. I also exported one GIF of the spider.


4-14-11 Early on with my work on the Bat, I included a dive down animation. Right now, I have several nested movieclips for the spider. The spider spins web, but stays static; that way, action script can move the spider down. While the spider is on the web, he can attack or be damaged. When on the ground, the spider can attack and be damaged. Also, the dizzy state of the spider will be associated with the ground animations.

Larin A Payne-Week 14

This week I was working on the animations trying to finish up the rest on them and get started on the enemies monsters for the game being worked on. Their were trouble with the animations as the characters weren't working right. The animations weren't still, as of moving around as of having gravity created. I had to rework the animations into staying in one place in the center of the movieclip. Thursday the team had to do a presentation on the mechanics of the game. As the presentation still needs some work and a lot more work is needed for the game, but ahead of the work. I will be starting on the animation of the monsters and finishing the LOD lasts animations.

week 14D- Matthew Theroux

Good:
I got everything fixed on the coding end for our alpha presentation just in time.
I was sweating bullets and losing sleep b/c I honestly didn't think I could. Whew!
Bad:
No Level. PowerPoint Presentation sucked. (Sorry, guys).
Good:
All animators worked very hard toward crunch time.
I think we did a good job pulling together as a team, despite our faults.
We should be able to pull ahead and dazzle our audience by beta if we focus properly.
Next:

Eric Swarts: Week 4

The third level is completely done, I just need to draw up a couple more assets. By Tuesday, I should have the level maps drawn out for level 1 and 2 and will have begun work on the levels during class that day. It's a lot of work doing all of the levels within this set amount of time, but it will be done!

week 14C- Matthew Theroux

I created a new import guide that also goes over all of the rules the animations need to follow. It will be dropped to the student forum, shortly.

Tuesday, April 12, 2011

James Henderson: Term 2; Week 4

I been working hard with these animations. I have been upset and happy with the animations, but my mood is unbalanced when it comes to doing this. I do want thes animations to look really good for our game. I do have a lot of revamping to do with the animations, so they can match up with the others. I think thats what we been mostly consider about is matching up the animations together, but I am sure we will get it together. Now time to finsih and get ready for presenting.

week 14B- Matthew Theroux (TUE)

Awh....
After working more on the level, trying to get it back to what I had, roughly 2 hours before work and after work, the level files did not save again, and we are back to that ONE file that works. I'm going to have to ask Eric to deal with any complications with the file on top of placing the assets in his level. These should both fall under his jurisdiction, anyway. I still need to get caught up on getting everything to function properly.
This is going to be a rough week, but I think we can make it.

week 14A-Matthew Theroux (MON)

Oh....
I worked on tweaking the new level for 10 hours on Saturday, backed up 20 times, and all of the files are corrupted. Within the same second, I was pissed, wanted to cry, then wanted to throw up. Well, it looks like ONE file works, for some reason. I'll try to work with that. -Blaaaaghht....

Monday, April 11, 2011

Week 3: Jack Wilson-Perrien

Hey everybody the first LOD test is right around the corner and everyone's getting ready. Matt been coding non-stop and the debugging is going faster than expected. Since that's the case, Zack assigned me to work on the presentation. I'm just about done, I still need refer to the original presentation so I can add some new material that we didn't address last time.

Saturday, April 9, 2011

Week 13B- Matthew Theroux

Spending my day building a level is no fun. My first 2 hours were completely wasted when Flash crashed and trashed the .fla file. For some reason, this also affected the backup, at the time. LOD does not manure so gracefully in the new level, even compared to what we had before. One problem is that there are scale issues between the level and LOD. (LOD is a giant, compared to the level). So, I had to adjust his walk, jump, vault values. I think they are better, now. I may have to adjust the gravity, too. Since I didn't have some of the environmental objects, I cut them out of the Level3 concept file. This ate up about another 30 minutes, or so.
It looks like the level works, now. But, I had to place these bulky lines for the ground all over the place. Of course, this makes it look awful. I haven't figured any other way to do it, yet. It seems the collision only works on visible objects.
I got all of the previous sound files in the level file, now. I didn't add the animations because I couldn't find them. What we really need to focus on next is the HUD. I hope this time our presentation will be better, too.

Zack McGuire Week 3 Update

This week we worked alot on animations. Our level 3 animations are being completed by Anthony and we are going to use his animations as a template for the two levels before so that we can maintain consistancy in our animations but still have different styles for each level. Matt is finishing up on the bugs in our alpha and making sure it is ready for thursday next week. I'm having Jack help on the powerpoint presentation. I want a new presentation for this term thats going to make our last presentations look like childsplay.

Thursday, April 7, 2011

Larin A Payne-Week 13

This week was a work week, working on the character animations. I have done the "running jump attack", "attack 1 & 2", "stap & swing jump", as well as fixing the frame work on the project. On thursday, I was told to send the work that I already done to Matt, Zack, and James as they will copy in the animations for the LOD level 1 and 2. All I have to do is the knockback on the character, still working on the swing jump.

Shaylin Clark: Week 3

4-5-11 I think my progress is going very well. The animations for the Bat are almost complete. -The animations for the Spider has been started.

4-7-11 Spiders have eight legs, so I had to change the animations slightly. I also bundled the movie clips into a master movie clip.

Eric Swarts: Week 3

Today I will be finishing up level 3, just in time for our alpha. With the third level done already, I'll have plenty of time to do the other two levels and polish the third level before the end of the term.

Tuesday, April 5, 2011

James Henderson: Term 2; Week 2

This has been a hard, streeful week. I am liking the way things are going, but for this project I feel that I am out of my element. I am doing some animations for the level 1 character and I feel the pressure is on. I feel that I am actually on the job. This project is making me feel that I am working for a company, so I want to do some good animations, and impress my group members. I think the game is coming along great and I hope that we can make it work.

week 13A -MatthewTheroux

Tuesday:
'Got a good stomping on AI code, yesterday. Right now, we have a crawling spider, a hopping skull, and a flapping bat. The main difference between the spider and the skull is that the spider crawls in LOD's direction, but the skull keeps going. There are some strange issues with their detecting LOD's coordinates, but they may be able to get ironed out, today.
No luck on the shirts. They don't look like they will be done in time for the presentation. Plan on wearing Death Ink colors, instead, for now.

Friday, April 1, 2011

Zack McGuire Week 2 Update

Things are on track and this pleases me. We have four guys doing animations that are going to need to have ready for Tuesday of week 4. Everyone is working hard even if a few adjustments were needed. The animations aren't technically needed for the alpha but if we have them ready then that puts us ahead of the game with more time to playtest and polish. Keep up the good work guys.

Matthew Theroux -week 12C

Mr C. and I finally cracked the cross-class communication problem. This was the main obstacle in my path. What we did is figure out that static class vars can communicate globally over classes (given). To access a static var, the class name is used, first, in standard dot notation. The solution was for singular instances to create static vars of themselves. Multiple instances will be tracked through the level via classification using static Arrays.
The bat AI would not register. Other externalized MCs have their icons turn green. The problem was that the constructor had a typo. No code could be accessed without its correctly being spelled.
The bat AI is coming nicely. The spider is next. I need the poleVault, stabNSwing, and finishingBlow animations for LOD3.
*It is important that all final MovieClip animations face to the RIGHT.* Otherwise, they will be facing the wrong way when accessed by the code.
Jack should be starting on creating the core HUD mechanics while waiting for the designs. It may be difficult for him to finish on time, otherwise.

Thursday, March 31, 2011

Larin A Payne-Week 2

I didn't do much on Tuesday, as I was sick and it wasn't a good idea to drive to college 50 miles under the influence of medicine. I did some work on the animations and got some done, but didn't did much as I was taking it easy in bed. Thursday I finish the running and second combo animation, working on the third jump and pole long jump. As this day was a work day, this what I was working on. I will continue my work over the weekend for week 3. Some of the deadlines are do, but I don't think Zack is rushing that everything have to be done right away as we have two more weeks.

Shaylin Clark: week 2

3-29-11 I started animating the attack for the Bat.

3-31-11 Everything seems to be going well with my milestone. The animation for the unconscious Bat is almost complete. The Animation for the attacking Bat is complete.

Larin A Payne-Week 11

On the new week, the group came back together to work on the production of the design of the game we are working on. On the second term, death ink had a meeting disgusting what have to be done the week before mid-terms like in 4 weeks. I had to do work on the LOD character, but only on the third level. I have to work on more frames on what I already done, more attack moves, skills and behavor animations, as well as enemies for the third level. The others are working on the levels, codeing, and design production on the rest of the levels and concepts. Thursday was a work day, beginning working on the running animation of the third LOD. Lots of work for just 2 weeks of time to get things down as Zack just made a milestone sheet of what have to be done. I will try my best on this.

Eric Swarts Week 2

Work on the levels is coming along nicely. For the first four weeks I'll be working on level 3, which is the most detailed. I've gotten pretty far, a little over halfway to be more specific. The third level should be completely done by the fourth week of the term.

Tuesday, March 29, 2011

Shaylin Clark: Week 1 Post

3-22-11 Over the one week break I have been a little rotoscoping in order to aid the team with animating. I’m confident we can meet our milestones. All we need is dedication. I started work on the spider. 3-24-11 I began animating the Bat.

Jack Wilson-Perrien Week 1b

Hi everybody, we back from our week off, slightly rest and ready to get back to LOD. During our meeting last week we got our project plan and we all know what to to do. I've been assigned to be the secondary programmer, to help Matt debug the coding and writing the UI script later in the project. I was given a script to debug, over the weekend. Matt and I tried several methods to fix the cut and paste problem, in the end Matt spotted the problem in the lines we were analyzing.

Monday, March 28, 2011

Matthew Theroux -week 12B

Okay. I fixed the scrolling problem. The horizontal scroll was triggered by the vertical scroll condition. Sometimes, it doesn't seem to scroll fast enough, though. This could be compensated for by scrolling faster the further LOD is going off the page.
There is still an issue with the Cutables. More than one object can be cut at a time, at the moment, and I believe we only wanted one at a time. They will have to access their siblings via the parent to turn off their cutableness. (Yes, I just made that word up).
Animation MCs still need implemented.

Matthew Theroux -week 12A

After getting on everybody to post to the blog, I did not get around to it, myself, until now. That is okay, though, because I already made a few posts for that week. I only see posts from 2 others, though. :~(
Good news! I fixed the Cutable class. It seems one of the EventListeners was not being removed. Now, Jack can focus on the UI code.
Good news/ bad news: Scrolling was working fine after I finally got to detect the level map. Unfortunately, it automatically scrolls left all the time, now. (Why?)
Animations for our hero LOD are being implemented into the appropriate actions (incomplete). I still need an animation for the finishing strike (X) for LOD3.
PixelPerfect collisions implemented. PixelPerfect physics are a completely different story, however.
Next week: enemy AI + behaviors. 'Hope the Level3 animations are almost done! {;~D

Saturday, March 26, 2011

Zack McGuire Week 01

This week was all about getting refocused, on track, and working. The team meeting we held Tuesday went swimmingly and I feel like everyone know what they should be doing. We handed out a schedule for the different things that must be done and by what dates. There are four of us working on animations, two on coding, and one on the 3rd level. We are working towards an alpha at week 04. That gives us only a few weeks to do a lot of animation. I will personally be working on character animations and enemy animations for level 2.

Thursday, March 24, 2011

James Henderson: Term 2; Week 1

over the break I had a chance to think about of things. In term one we came up with our game, now term two its time to build it. I think the team can agree that in term one we messed up alot, but I do feel that the team is stronger now. This term we plan to get serious with this and the team is working harder then ever. We discuss our project plan and got a plan of what we are doing. Its going to be a stressful road, but we plan on getting the job done. We will be making t-shirts for our presentation so that we can have a theme and do better.

wek 11B- Matthew Theroux

I've got a good lead on our T-shirts.
There is this place called Triple Thread. They charge $7 a shirt.
They are located on 14 Mile and Main.

week 11 -Matthew Theroux

I didn't get anything done over break-- besides figure out that the code got scaled back to a previous version. I was able to it catch up, though.
Our first class back, we deeply discussed the status of the game: both where we were and what we needed to do to meet our goals. Zack wanted to add a finishing move to cut a KO'd enemy off the page. Not too hard. I suggested we cut the wind catapult, aka, "blow 'em away," though. I made sure to notify the animators to make separate MovieClips for each animation and a master MC to hold the animations for the GameObject.
Because I was overwhelmed last term, Jack was assigned to help me (and others). For his first assignment, I asked him to find the strange bug in the CuttableObjects ("Cuttables") class. Later, he will be the UI programmer.

Thursday, March 10, 2011

Shaylin Clark Week 10

What happened? Time flew by so quickly. Anyway, things are going to go well next term. The bulk of our work will be the animations.

Larin Payne Week-10

We had the PowerPoint presentation finish and shown in class. I dressed up in black, but some people on the team didn’t dress up yet everyone was in black. Other than that, there wasn’t anything to do other than the mid-modem that has to be done.

James Henderson: Week 10

I have to say, I was pretty upset with the presentation. I think we did a good job on our project for now, but as far as what we dressed like, it was all bad sorry to say. I was hoping that next term we can fix that. I feel that sometimes we are not a group, we are, but we are not. I feel sometimes that we don't have good chemistry. I look foward to the next term and I hope Death Ink can come together

Wednesday, March 9, 2011

week 10A -Matthew Theroux

I was a little disappointed in people who didn't dress up for our mid-final presentation. It is very embarrassing to have special guests come in to critique us, and we all are not looking presentable. There may be guests next term, also, because this seems to be an ongoing thing. However, since we will be doing our presentation for Interfaces before our final, it may not be necessary for anyone to come. Let's try to practice being excellent, so we can show off our training at it by the time Interfaces comes, okay?

Monday, March 7, 2011

Week 9: Jack Wilson-Perrien

The menu themes have been decided. We are going with an animated ink bottle design for the menus. My new assignment is to design the layouts for the Main Menu, Ingame HUD, and Pause menus for the design document. We present on Tuesday.

Saturday, March 5, 2011

Week 09A -Matthew Theroux

After getting things ready for Tuesday, I'm laying low in order to work on my other classes. However, I will still get the programmer's documentation of the Technical Design Document (TDD) in for presenting. Actually, it's ready, already. We can put in "hot" links (hyperlinks) in the PowerPoint to access files, too.
Make sure not to be sick on Tuesday (Ha!). Dress nice and perform your best.

Zack McGuire-Week 9

All we have left is the presentation for Tuesday. Everyone dress up and wear some black. I think everyone did a good job this term and deserves a break from this. Make sure everyone saves their stuff somewhere so it doesn't get wiped between terms. Show up a little bit before class if you can. That way we can make sure we are ready. Ill see you all Tuesday!!

Thursday, March 3, 2011

Larin Payne-Week 9

I was working on the final touches on the animations, yet not much to do as the programer is not going to work on them for the semester.

On Thusday, I was told to convet the animation files into playable movies clips, so I had some help trying to get the GIF files to play the animations. There was something I didn't do in Flash that didn't get the animations to play. I had to bring the flames into the main flame box, not within the movieclip. I tested the GIF file on powerpoint and it worked.

Shaylin Clark-Week 9 Journal

3-1-11 Last week I hardly did any work on the enemies, I was working on a presentation. Now, I am set to do some magic in Flash, but first I have to get the enemy style in synch with the overall style.

3-3-11 I began work on different animations for the bone bat l.o.d. 1. I’m thinking that a death animation should be the enemy turning into a puddle of ink.

James Henderson: Week 9

I feel pretty confident in our game. I was worried at first, but I feel good about it. We have great animations and working mechanics. The music is coming along great for the game and I hope to get them in soon. I believe for this term we got a lot done and really put thought into our game, next term we hope to build it all. Its been a stressful term, but I believe everybody did there fair share of work I am proud of our success.

Tuesday, March 1, 2011

Larin Payne-Week 8

This week was the last work week before the presentation. I just send my animations for the L.O.D. Level 1 animations to Matt, but he also using simple shapes for the presentation so I put them in the dropbox and saved the files. The Idle, running and jumping for level 1 is done, just the fighting remains.

week 08B Matthew Theroux

I've been sick, so progress on something that I should find easy has been frustratingly hindered. As of now, LOD has basic walk, jump, and fall physics. I added the Vault move to trigger if he jumps while running. The 2nd jump (Stab 'N Swing) was a little trickier than I thought. I needed an extra Boolean: one for detecting the end of the first jump, and another to detect the release of the jump button to be pushed again. The Stab 'N Swing looks like it is setup properly. It just needs to be implemented. Implementing an attack stab wouldn't be difficult, either. I also need to touch-up the Cut 'n Paste demo. I'll be implementing that, later.
Obviously, there will probably be things that the team would like tweaked or done a different way. But, tweaking things that are already in place may be easier than starting from nothing.
I plan on attending the important meeting, today. I hope to see some of the nice art and sounds embedded in the PowerPoint, since they will not be in the demo. *Try to wear "Death Ink" colors, if you can.

week 08A

Whoops! I posted to the wrong blog. Here it is:

This externalized physics engine is crap. Mr C. helped me find a rookie flaw, though.
I hope I can get this done in time with all the trouble Flash is giving me over my Class heirarchies.

BTW, everyone:
Don't forget to get black button downs and black dress pants for team presentations.

Sunday, February 27, 2011

Presentations Tues

For tuesdays presentation I was hoping we could get a casual dress thing going on. If you guys can, wear a nice black or white shirt, preferably a button up. I just want to remind you guys that the demo will be covering the mechanics that Matt has been working on. For the presentation I will probably introduce Matt and let him take over so that he can explain what hes been doing with the code. After that the following week will be our Final presentation, on that day, everyone MUST be dressed up. We'll probably cover the final presentation in class Tuesday but I just want to let you guys know early to look your best. Thanks fellas

Friday, February 25, 2011

Week 8: Jack Wilson-Perrien

I'm still doing thumbnails for the interfaces. I run several of them Zach, and we need more specialized interfaces, so I'm continuing this assignment. The current count is 13.

Thursday, February 24, 2011

Shaylin: Week 8

2-22-11 It’s not fair! Flash destroyed my bones along with the wing animations for Bone Bat 1.
I started over with the Bone Bat; this time I have two separate flash files.

2-24-11 I made little adjustments to the two enemies.

James Henderson: Week 8

I have to admit, I am a little worried and the only reason I am worried is because I have yet to see any good progress with the game. We have 2 weeks left and I still have not seen a game and we have not been meeting up lately. I know the team is working hard and trying to get this working, but at the same time I have not seen much. The function of the game is important and I hope we have this done. As far as the sounds go I have some great sounds, especially for the bone yard, and I really wanted my group to hear it, so we can decide what music will go with what level. I am hoping that we have a group meeting asap, so we can see where everybody is.

Friday, February 18, 2011

week 07 A -Matthew Theroux

This week was rough because Zack and I are both really sick. I feel like an ass if Zack felt pressured to come in from feeling he was the "one" who was missing in discussions. I did not mean any particular person was missing. Ironically, I was the one who was missing this week. I really wanted to show off our stuff to the "tourists" at our school and make them feel welcome.
I don't know what happened, but somehow, we seem to magically back on track. Everyone is more well defined in their responsibilities, and each is working hard in his given task. I believe the cut & paste mechanic is supposed to be handled with the mouse. There are still small discrepancies to work out.
I was able to get a mostly working cut/ paste mechanic demo tossed together by EOD, Tuesday. The main problem is that the 'cutable' object can only be correctly fully operated upon the first time. I also need to test with several of the objects to see if the others are adversely affected by the first.

Thursday, February 17, 2011

Larin Payne-Week 7

This week was a work week, We didn't do any meetings as we know what we were all doing until March 1. I worked on the animations for the main character. On Tuesday I got the character done for the idle and runing animations. On Thursday I got the character done for the jumping and attack combos (just the normal attack, only two strikes). Next week I will try to get the others in so Matt can use them for programing.

Shaylin Week 7

2-15-11 I began my task on creating the Bone Bat l.o.d 1 and 3 movie clips.

2-17-11 Zack offered advice that making the enemies sideways at an angle will make it easier to animate. The first step was the creation of the Bone Bat in l.o.d. 1 and 3. What still needs to be done is to add the crosshatching for the l.o.d. 3 Bone Bat.

Week 7: Eric Swarts

At the moment, everyone is busy working on their part of the project. I think everyone has a good sense of direction at this point in the project and I think a lot can get done. I'm going to come up with a quick boxed out level in flash so Matt can work on the mechanics demo. After that, I'll probably come up with a few more level concepts, and iron out my level flow.

Week 7: Jack Wilson-Perrien

Hey everyone, this week I'm done tweeks the flowcharts and menus, they only needed slight alterations. Now I have to come up with themes and layouts for the project. I already have several ideas for the thumbnails and need to get them down on paper before I forget them.

James Henderson: Week 7

The last couple of weeks, have been stressful as hell. I got to many things going on right now and I feel that now much as been getting done. Lately I have gotten some sounds for the game and made some new background music. The group really liked the music and sound effects which was cool. I have been working with our boneyard level theme the most, because I want to make a good sound for that part. Its been kinda easy and kinda hard. I am pretty sure I can think of something. The group has been working hard and getting things done, so I am happy with our progress.

Sunday, February 13, 2011

Week 6 -Matthew Theroux

I currently have mixed feelings about our project. Some people have a concrete feeling of what they need to do. Therefore, those people are really getting excited and getting lots of stuff done for their area. (James is giving Anthony some good competition for MVP ;~) ). I am having trouble keeping up with these people, myself. Other people, however, may have no idea what they are supposed to be doing or are doing things that conflict with the rest of the group. The communication right now seems to be restricted to our in-class meetings, which is awful. This is especially true when a member of our group is not present when we go over something . Either this person could be not there to correct something that is incorrect or does not participate in a collaborative discussion and has the complete wrong direction on the topic from everyone else. And, it seems that there is always at least one person who is not present.
So, it important for everyone to start showing up all the time. This is an important project that is supposed to transition us into the harshness of the real world. We also need to open up lines of communication other than our class meetings, especially if one member is not present. We need to fill that member in on our discussions so that there are absolutely no discrepancies, which I am seeing a lot of right now. I'm not sure if everyone reads each others' blog entries when one goes to post. This would help to see how members' perspectives on things to see if they match up.

Thursday, February 10, 2011

Week 6: Jack Wilson-Perrien

I have my new assignments and Feb. 22 is the due date. Currently, I will be working on the flowcharting and thumb-nailing of the user interface. This includes the main menu, options, pause menu, etc.

Week 6: Shaylin

2-8-11 Before I forget, I had a dream about Cut and Paste. I saw Lod carrying his exacto-blade spear. Lod was in l.o.d. 2 and using his exacto-blade to attack an enemy. I think our progress is going along finely.

2-10-11 My milestones are to create the Bone Bat in l.o.d. 1 and 3, and create simple animations for it. Broken down, for milestone 1, I will create two Bone Bat movieclips; for milestone 2, I will animate the Bone Bat l.o.d. 3, and for milestone 3, animate Bone Bat l.o.d. 1.

James Henderson: Week 6

The Group as made some great ideas for the game, but we have a lot of work to do. I am very proud of our idea and what we have accomplished so far, so I feel that since we know what to do, we are on the right track. I have been working on the sounds for the game, getting sound effects and background music which is turning out great. I am happy with my task for the group, but I feel that my tesk is not that important like everyone else. I have no problem with doing sounds, but this has been something thats been bothering me. I just don't want the group to feel that I wasn't an important part of the team. I look foward on working on the game with the group and see what happens in the end.

Week 6: Zack McGuire

Well we all know what needs to be done for the 1st. Its going to be a fair amount of work to do so it has been divided into enemies, the main character, level assets, music and sound, and the story. We need to get our 3rd level working first with a few of the main mechanics in there, the vault, the cut and paste, stab and swing, and the blow em away.

Monday, February 7, 2011

Week 5: Zack McGuire

Hey guys for our presentations tomorrow we should dress up. The other groups already doing it so we don't wanna get shown up right? Wear black and white. That's it.

I'm putting together the powerpoint tomorrow so please help me out by having digital copies of your concept art. It would be way more efficient and take me a lot less time so that I can put more time into our presentation.

I did some UI sketches and also a vision image for the game. I think everyone else knows what they should be doing for Tuesday already so I won't go over it again here.

Saturday, February 5, 2011

Week 5: Jack Wilson-Perrien

This week I was assign to the Story Bible for LOD. This means I'm responsible for creating the story for the game. LOD's story is complete and the cut-scenes are mapped out from start to finish. All I need is the list of sound effects from James.

Friday, February 4, 2011

Week 5: Eric Swarts

This week we're concentrating on documents. We split up the work and I'm currently working on the art bible and the level design portion of the Game Design document. This weekend I'll be working on different sketches for the levels and coming up with an asset list for each. On Tuesday we'll be presenting, and I think everything should go well.

Thursday, February 3, 2011

Larin Payne-Week 5

On Tuesday class was cancel, so I didn't came to class, and for good reason!

On Feb 3, The group started talking about the game project as of the powerpoint, what people have to do next week, and what to come. I have to do a animation sprite sheet over the weekend, getting them ready to animate them on Flash.

Larin Payne-Week 4

The objectives for this week was to make the final touches on the main character. I had to more concepts on the character, as of making movements, attacks, jump, and other simple movements like a sprite sheet. The group talked about what enemies are going to be in the game as well as combos attacks and level design themes. Then we cut out other things to see if we have time to work on all these things on time.

On the 27 of january, we finalize on the character movements and the core game machanics. The controls were worked out and the art style been chosen. The guys started planning on the powerpoint a week a head.

Wednesday, February 2, 2011

Week 05 (Thursday)

Today, the major documents were assigned. Zack was going to do the presentation, but I already did the last two and have been working on it a lot, since. He still has the Vision concept to work on, along with those UI sketches he wanted, anyway.
I don't remember what Eric is working on. Shaylin should be continuing to work on the enemies. It's a given, seeing that he has been encharged with it. We hope he gets his stuff in for Tuesday because no one knows how to get a hold of him.
James is sticking with the Sounds bible. Ever since w found him his position of 'Sound Man,' he has been going to town coming up with sound effects and even background music. The background music is very good, but may be too fast=paced for more laid-back environments.
Anthony is working on detail sprite sheets for 'LOD'. His task is to draw 4 sprites for each action that 'LOD' can take. This includes walk, jump, 'Pole Vault', and 'Stab 'N Swing.' Melée is reserved for later, and crouching and climbing have not been confirmed, yet. However, there are 3+ versions for 'LOD,' so that will be at least 16 sprites. Fortunately, he has a good head start from his previous assignments.
Jack is handling the Story bible, now. I was trying to work with him earlier to start establishing our social networking capabilities. We started a Facebook group for "LOD: A Cut and Paste Adventure." Zack was invited, and James was attempted to be joined, but there were strange errors that I couldn't resolve. We also talked about setting up a Wordpress site, later.
I will continue on the presentation with Zack's help, if he desires. I'll also be throwing a quick TDD together and maybe squeezing in a chopped up demo. I forgot to ask everyone what group vales they came up with. Another thing that I neglected mention was a dress code. I believe we should all dress up in black button-down shirts, or at least some other black outfits. Anything that says, "inky" will be excellent.

Monday, January 31, 2011

Week 4: Jack Wilson-Perrien

Hey guys sorry for the late post, I've been have internet and power issues for the past days. Last week we have our themes and mechanics down for the first three levels. Every member of the team has been invited to the the file share network. I'm need some help with the game group on facebook. Matt and I are working on the market plan and that should be done sometime this week.

Sunday, January 30, 2011

James Henderson Week 4 blog

The group was able to meet up for a group meeting and we went over the mechanics for the game. I do like the way the game is coming out so far, and I am looking forward to the completed version. Our 2D artist having amazing talent for drawing as they showed us there character drawings and enemies, for the game. Thursday we broke down every bit of the game as we could, as far as mechanics, combat, level design, abilities, and we were at a good point to where we liked our ideas and kept to it. I have been working with the sounds for the game as far as background music and sound affects. I want to get some really great sounds to show the group when I get the chance. So far everything as been going good, now we look forward to making the game.

Saturday, January 29, 2011

Week 4: Eric Swarts

This week we nailed down all of the mechanics that will be included in the game, and how complex they'll be. In the end we decided to cut back on the combos for now and add those in later if we have time. A few of the knife abilities we assigned to one button, and will vary based on context. For instance, the stab 'n' swing technique will only happen while the player is in the air, while the pole vault will only happen if the player is on the ground, but they are assigned to the same button. Also, we went over our level settings one last time and decided what theme we want each of our levels to take. The project seems to be coming along pretty nicely.

Friday, January 28, 2011

Week 4:Zack McGuire

I'm happy to hear that people are coming up with good stuff for the game. I'm sorry that I could not be there Thursday to see it. Next Thursday is when our documents are due. I will be doing the majority of that except the concept art. We need it for everything. I know I said this Tuesday but I just want to make sure this point hits home.

I will be working on the vision image for next Thursday. I also will have sketches for the UI to show as well. I was thinking our ink bottle logo would work with an ink level indicating life. If there is anything else you guys think need to go in the player UI let me know.

Keep up the good work everyone.

Matthew Theroux- week 04B

Thursday:
Today, we went back over the mechanics. We decided to keep the Pole Vault, Stab 'n Swing, and Cut n' Paste. We also talked about combat. We will keep simple combat for the numerous drone/ minion type enemies. But, more creative techniques will have to be used on tougher, more "real" enemies. For now, LOD will make only one motion. But later, we could easily make more motions to cycle through.
We touched on how each of these could be implemented through a keyboard/ mouse interface. W,A,S,D will handle movement. Although, W & S may be confined to ladders. Spacebar is for jumping. One button will be used for melée attacking. We may have a run button. Another button will be the "action" button that will be context sensitive for Pole Vault or Stab 'n Swing. [SHIFT]?
One button will enable "cut" mode. An icon will pop up from cuttable objects. The player can click on the object to cut it, (as opposed to dragging around it). The object can later be pasted by clicking the icon along the bottom edge of the screen, dragging it to its destination, and clicking. If the destination is invalid, the icon should turn red, indicating such.

Individual assignments:
All of Anthony's stuff is great. Almost no need to comment. Shaylin whipped out his enemy ccpts. We decided upon a flying bat, a web spinning spider, an ink-squirting squiddy, and a "Chupricabra" crawling, lunging enemy. We should probably make up some dipshit enemy that can come in great numbers and be meléed.
We went over level ccpts and definitely decided that Level One will feature a basic black line for the ground (hills preferred) and a lined paper background. Levels Two & Three were slightly more fuzzy. It seems like Level Two will feature a boneyard. There is no reason why other ideas and themes cannot be mixed in, however.
Everyone is encouraged to continue in their areas of development. I also asked that everyone choose one 'value' that each most treasures for the group and come up with a short, 3-4 sentence paragraph to say why. I think next time, I will ask for uniform wardrobe ideas.

Matthew Theroux- week 04A

Tuesday, we discussed level concepts, flushed them out, and assigned ccpt art, (etc).
Thursday, we looked at what everyone had worked on.
>I worked on 3 presentations to organize some data:
1. game ccpt revision (2 to combine), 2. company profile & beliefs, 3. Marketing+Ads, 4. legal
>Anthony did more poses for the main character in his 3 LODs to use toward animation.
>Shaylin did some new enemies with the skulls. Each one was unique in its own way.
>However, James stole the show when he brought in a finished background music composition. It sounds like techno meets Chalkzone(c). It's not the sound I was thinking of for a a game like this, but I can see how it could work. Jack suggested the tempo is too aggressive for Level 1. Agreed. It would be better for Level 3. If James can make a more laid back, version of the same thing, we can use it for Level 2. An 8-bit version of this could be used for Level 1. Impressive!

Thursday, January 27, 2011

Week 4:Shaylin

1-25-11 What team Death Ink™ did was meet in a different room and discuss several things.
We decided that the combo-attacks would be set on backburner. Our team came up with various ideas for the environment of each level. I am in charge of coming up with the enemies.
1-27-11 Team Death Ink™ in a group meeting in a different room discussed our day 2 agenda. We discussed the main character sketches. We decided to choose which enemy characters to focus on.

Tuesday, January 25, 2011

James Henderson: Week post

Its been a crazy couple weeks and with my group, I feel that we can successed in this game. To be honest I kinda feel that we make a perfect group, but at the same time we feel that we could easily fall apart. When this group was formed, none of us expected to work with each other and it took us as a shock. I do feel confident in the team and I am happy. I want us to work together a team and make a good game. I am alittle upset that I am a 3D modeler, but not a 2D, sometimes I feel that there is no use for me. I tend to be useful to the group some how, some way. I do have a lot to think about for the weeks ahead.

Saturday, January 22, 2011

Week 3: Jack

This week I was responsible for creating the fighting moves for LOD. I've come up with several attacks and combo using hand to hand combat, the exacto knife, minor objects, and parodies from several video games and movies. It's been decided that when the time comes I will be responsible for the design doc, and managing all the data. Currently I'm studying up on my flash, so I can animate the objects.

Thursday, January 20, 2011

Larin Payne-Week 3

I did the presentation with the team about the game we was doing. I put all the drawing concepts I did on the and turned it in for the PowerPoint introduction. After that, the team want into a different room to disguse more on game machanics, character movements, and enemies illustrations. I did the final concepts of the main character and a flying enemy for Thursday.

On Thursday I turned in the new character concepts and the flying enemy and the team did the presentation on the games with better understanding and detail about what we are making. Over the weekend, I will be drawing up characters animation movements so it can be put on flash.

week03D- Matthew Theroux

>I don't know what happened, but after our presentation, Zack disappeared, then Eric. I'm sure they will meet later by themselves to talk about the game design. The remaining 5 of us talked candidly about our roles in the project.
>James was disappointed because he can do 3D art, but not 2D. We quickly discovered that he also has a talent for *sound,* one of the key abilities for which we were searching. This is *HUGE.* I gave him my small collection of voice effects (including quality disclaimer) as a sample. He is going to do some of his own for Tuesday.
>Anthony has been working very hard on the 'LOD' character, so he will be good for continuing on that.
>Shaylin is a very talented, creative artist, and is perfect for working on the enemies. This way, he can show off to us how awesome and creative he can be. It sounds like he already has a style in mind featuring skulls and demons in a noir style, as far as I can tell. Very nice.
>Jack was concerned about his 2D animation skills. He says his strength is in 3D. From what I've seen from our two artists, however, this looks like a task they can handle, possibly from help from Zack (the lead), if needed. Since he had already offered to get a start on documentation, I suggested that maybe this could be his role. Because he thought that wouldn't be much, he also offered to be a go-between for roles, helping out anyone who needs help. He can also help with the flow of information and communication between these roles. This will end up being a lot.
>Obviously, I will be the programmer. Eric wants to be the level designer, and Zack wants lead design/ artist. This is not a conflict, at all. I admit, I was frustrated with the disorganization of the team. Now that we've flushed out some roles, I think the flow of work can begin, and that bitter taste we each have can end.

Week 3 Shaylin

1-18-11 I am on the post-brainstorm stage. The real work begins after the presentation, of our ideas so far. Lately, I have been trying to construct a game mechanic like ours in my mind. After the presentation our team decided early roles. We are still in the concept phase.

1-20-11 After another highly criticized presentation, it is almost time to create our assets. We had team meeting in a separate room and discussed the game idea into more detail. I felt shattered, my ideas were shattered. I hope that in the end this idea becomes a realization. The idea of enemies having skulls for heads puts death in Death Ink™. If we want to finish within scope, then we must start off small and build up from there. Strictly Flash.

week03C- Matthew Theroux

Today, our presentation was not as completely humiliating, but it was still pretty bad. I wonder if everyone understands what should go into a good presentation. Only one person was able to make the 'End of Day' Wednesday deadline. As a result, unprocessed images were tossed at me last minute to throw in there. Other things were not formatted correctly and were not able to be seen well. On my end, the font did not stick out enough. Apparently, the solution was as simple as using boldface.

Week 3: Eric Swarts

This week we've assigned jobs to all of our team members. We've settled on using Flash for our game instead of Unity, so that changes our roles a little bit. I'll be working on level design and I'm going to be sketching up some ideas for our presentation later today.

Wednesday, January 19, 2011

week 03-B MattTheroux

Our presentation was completely embarrassing, today. It was a lot of nothing all over the place. I am very disappointed in (most of) my team of artists for (mostly) not providing me with any art.
Fortunately, we found an empty room and were able to collaborate more thoroughly on the details of the core game concepts. I feel some of the team member's gifts may not be properly recognized and channeled, yet. However, we should be much better prepared, if everyone pitches in and does what they are supposed to do.
Anthony will redo the "LOD" character to 3 LODs. He will also do one enemy concept. Shaylin will also be doing enemy concepts like his one on the ink bottle. James will be doing flying enemy concepts. Eric will be doing level concepts. Jack will be doing (melée) fighting concepts. Zack, who has currently taken leadrship of the team, will be doing the other game mechanic concepts. All of the above "concepts" are visuals, of course, because we need to put them into our power point that we get a second chance at. I am doing competitive analysis, (risk management), and re-compiling the presentation.

Tuesday, January 18, 2011

Week3 Zack McGuire

Not being here on Thursday was a big set back for me. I wasn't able to finalize details with the team for the presentation. All and all the presentation was thrown together quite quickly. I would have like to have been more prepared.

On the brighter side we have decided to go with flash. I think that it will allow us to do more than if we using a 3d engine. We have some skilled 2d artists and I think we can get some quality assets. Some of the mechanics are worked out but I want to do a major brainstorming session to get everyone on the same page.

Monday, January 17, 2011

week 03-A: Matt Theroux

It looks like we're going to get organized and be in good shape by Monday for Tuesday.

Sunday, January 16, 2011

Week 2: Jack

What's up guys, Matt posted earlier that mediafire was giving me problems (totally true), but I found a different file sharing site and set up a folder for Death Inc at dropbox.com. I will be be contacting each team member and send them instructions on what to do. Right now I'm consolidating all our notes for LOD, when I finish its going right to dropbox with the other team stuff.

Larin Payne-Week 1

In the first week of class in GAME410, I have done some thumbnails on the Logo and Character designs and listen to what game mechanics will be use and what will be in the game being created. I have done some character concepts sketches and ideas for Thursday and over the weekend to be used for the PowerPoint.

week 02-C

Jack is having issues getting the Media fire link.
For now, use the Forum under Team Project I, General Discussion, team Death Ink,
on the student portal.

Don't forget: The presentation is on Tuesday. Which means I need your stuff for Monday.

Saturday, January 15, 2011

James Henderson Blog: week 2

I am very happy with the way the group is progressing with the project. I will admit I was a little concern at first, but I see that this will be a awesome group project to work with. On thursday we were able to get a good description of what the game will look like. We came up with a lot of ideas and everyone really liked the ideas. I believe the name of our game was LOD: cut & paste, and with this game its about detail. This is a unique game and I am excited to work on it. I myself am a 3D modeler and level enivorment designer, so I will play My part in the design anyway I can. I can't wait to get this project started.

week 02B update

We are team Death Ink, in our journey through team game project at school. Our members are as follows (but speeling may be off, anlong with other details):
Zack MacGuire, Eric Swarts, Jack Wilson, James Henderson, L. Anthony Payne, and Shaylin Clark. Oh yeah, I'm on there, too.
Without Zack to confirm or deny what we went over on Tuesday, we had to go by what Eric was telling us. Eric and Jack worked on level mechanics. Anthony did a nice delineation of 5 character LoDs. Now, he is working on enemy visual desig In. Shaylin had some nice weapon visual designs. I don't know what James is working on. Jack is working on the GDD. I'm putting the PPT presentation together for Tuesday, based on what everyone gives me.
Some sort of wording slip caused us to upgrade the name of this game to "LOD: A Cut and Paste Adventure." It's catchy. "LOD" will also be the name of the protagonist who gets a visual upgrade every level. (Get it?)
I hope someone will be willing to pickup some research on sounds. I really don't want to have to handle it if I've already got all the programming. It's not like I'm an expert, anyway.
I guess that's it for now. What's that? "Speeling" and "anlong" are not spelled wrong. Those are imaginary words I made up in my head. So, they are speeled exactly rayte.

Friday, January 14, 2011

Week 1: Eric Swarts

Last night we had a good, lengthy team discussion. We've ironed out a lot of the details on a level by level basis and we've also decided that our engine that we'll be using for the project will be Unity. Our 2D artists in the group have whipped up some real nice concept sketches and more will be on the way. Hopefully on Tuesday we'll be able to post the design doc for everyone to see.

Thursday, January 13, 2011

Journal Entry

I am on the post-brainstorming stage; the project is moving smoothly.

The team is still unsure as to what software will be used.

The gameplay is well thought-out.

week 02A update

Hey. We just started on our epic team project. We decided on a game called "Cut and Paste" and a team name of "Death Ink." We set ideas for job parameters, and our more artistically inclined members came up with some good logo ideas. Each level adds to the "level" of detail of the character. Anthony came up with some good, clear divisions for these. Shaylin came up with some good concepts for the weapons and items our character will be using. Our pitch presentation is due on Tuesday, so I hope everyone can get me their art and ideas in time to show them off.