Wednesday, June 1, 2011
week 21 B-- Mathew Theroux
Added body collision regions to enemies for smoother physics.
Monday, May 30, 2011
week 21- Matthew Theroux
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
Thursday, May 19, 2011
Week 9: Eric Swarts
week 19 D Matthew Theroux
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
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
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
Monday, May 16, 2011
week 19 A Matthew Theroux
-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)
-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
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
week 18 E -Matthew Theroux (Friday)
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)
-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
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
week 18 B-- Matthew Theroux
Used instance names (#s) to remove mystery boxes.
Need art assets.
week 18 A-- Matthew Theroux
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
week 17 F- Matthew Theroux
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
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
-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 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
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
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
week 17 B- Matthew Theroux
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
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.
Tuesday, May 3, 2011
Shaylin Clark wk 7
week16 C- Matthew Theroux
Saturday, April 30, 2011
Zack McGuire Week 6
week 16 B -Matthew Theroux
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
I think my animations are about 90-95 % done.
James Henderson: Term 2; Week 6
Tuesday, April 26, 2011
Larin A Payne-Week 5
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
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
Eric Swarts: Week 6
week 16 A- Matthew Theroux
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
Week 5: Jack Wilson-Perrien
Friday, April 22, 2011
Week 15 B -Matthew Theroux
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
4-21-11 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
Tuesday, April 19, 2011
week 15 A- Matthew Theroux
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
Saturday, April 16, 2011
Week 4: Jack Wilson-Perrien
week14 F -Matthew Theroux
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
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
week 14D- Matthew Theroux
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
week 14C- Matthew Theroux
Tuesday, April 12, 2011
James Henderson: Term 2; Week 4
week 14B- Matthew Theroux (TUE)
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)
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
Saturday, April 9, 2011
Week 13B- Matthew Theroux
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
Thursday, April 7, 2011
Larin A Payne-Week 13
Shaylin Clark: Week 3
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
Tuesday, April 5, 2011
James Henderson: Term 2; Week 2
week 13A -MatthewTheroux
'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
Matthew Theroux -week 12C
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
Shaylin Clark: week 2
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
Eric Swarts Week 2
Tuesday, March 29, 2011
Shaylin Clark: Week 1 Post
Jack Wilson-Perrien Week 1b
Monday, March 28, 2011
Matthew Theroux -week 12B
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
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
Thursday, March 24, 2011
James Henderson: Term 2; Week 1
wek 11B- Matthew Theroux
There is this place called Triple Thread. They charge $7 a shirt.
They are located on 14 Mile and Main.
week 11 -Matthew Theroux
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
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
Wednesday, March 9, 2011
week 10A -Matthew Theroux
Monday, March 7, 2011
Week 9: Jack Wilson-Perrien
Saturday, March 5, 2011
Week 09A -Matthew Theroux
Make sure not to be sick on Tuesday (Ha!). Dress nice and perform your best.
Zack McGuire-Week 9
Thursday, March 3, 2011
Larin Payne-Week 9
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
3-3-11 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
Tuesday, March 1, 2011
Larin Payne-Week 8
week 08B Matthew Theroux
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
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
Friday, February 25, 2011
Week 8: Jack Wilson-Perrien
Thursday, February 24, 2011
Shaylin: Week 8
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
Friday, February 18, 2011
week 07 A -Matthew Theroux
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
Shaylin Week 7
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
Week 7: Jack Wilson-Perrien
James Henderson: Week 7
Sunday, February 13, 2011
Week 6 -Matthew Theroux
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
Week 6: Shaylin
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
Week 6: Zack McGuire
Monday, February 7, 2011
Week 5: Zack McGuire
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
Friday, February 4, 2011
Week 5: Eric Swarts
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
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)
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
Sunday, January 30, 2011
James Henderson Week 4 blog
Saturday, January 29, 2011
Week 4: Eric Swarts
Friday, January 28, 2011
Week 4:Zack McGuire
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
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
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
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
Saturday, January 22, 2011
Week 3: Jack
Thursday, January 20, 2011
Larin Payne-Week 3
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
>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
1-20-11 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
Week 3: Eric Swarts
Wednesday, January 19, 2011
week 03-B MattTheroux
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
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
Sunday, January 16, 2011
Week 2: Jack
Larin Payne-Week 1
week 02-C
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
week 02B update
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
Thursday, January 13, 2011
Journal Entry
The team is still unsure as to what software will be used.
The gameplay is well thought-out.