Friday, November 30, 2012

Post 15 - Real Goo

Realistic Goo

What makes it goo?

With limited discussion with the artist about animation and how the blob will look when it moves, we worked on a semi-phyics driven fluid model for the goo. The goo contains multiple spheres that interact with one another representing a fluid. They will break apart from one another when given enough force and will join back together when close together.

This caused a discussion that had our artist requesting us to remove the living blob, and the laughter idea. I believe they would like to keep the idea for a future project, and I completely understand.

So, now we are currently iterating on level builds, traps, environment conditions, etc. Weird stuff will occur.

Smaller Bits

With our focus on different interactions with the goo/level design, we are going to incorporate multiple ideas all at once. This will be interesting, but I see some major challenges leading into next week.

We may have more hurdles to overcome than we were expecting.

Post 14 - Creation from Goo

Creation from Goo

Slimy

We found that we have been split into three groups, rather than seven, as per usual. Our group consists of one artist, three producers, and six engineers. Crazy!

We were tasked with creating a game that is "Indie". What does this mean? We determine this to mean that our game shouldn't have standard tropes, and will need to do something different in the game.

We discussed ideas of guiding objects through puzzles, or using a character that laughs to taunt our enemy (Note, this does not cover nearly all of the topics we discussed), and we finally landed on this blob of good who might slide down the level, from top to bottom. Our objective is to split this blob of goo into smaller pieces, until it is small enough to be destroyed.


Changing Colors

What differences can the game contain? You can fire at the blobs of goo with a projectile (rocket, bullet, etc), place bombs in the level to blow it into smaller pieces, sticky tape to slow it's progress down or even stop smaller pieces of goo from moving.

This is our next step of creation and iteration. Onward!

Monday, November 19, 2012

Post 13 - Game Ahoy!

Game Ahoy!

IGDA

We were able to meet many from the group of IGDA (Independent Game Developer Association) and have them test and play our game. It went great, and the discussion about programming in flash was also interesting. Maybe flash isn't 'dead'. Hm.

Game Done

The game is finished and we have given the presentation to the customer and it went over great! The gameplay is solid, and the use of the language was right on the nose for all of the materials. The customer loved it, and we may be building a game next summer. Let's hope so!

Thanks to my group for working hard, and all of the effort put into making the game sincerely fun! Well done.

The game is at the link below. Please, run it in Chrome, and let me know what you think!

http://home.utah.edu/~u0749809/movement.html

Monday, November 12, 2012

Post 12 - Solid Structure

Solid Structure

Base

The current base has a solid structure, due to Chris' implementation and his complete setup of the classes used. The Enemy class is simple, in fact it is too simple and many of the features/knowledge materials are done in the base Game class. We can't really alter/simplify it as this point, due to time.




It does run very smoothly. We are finishing implementation of all or our code materials. Speeding to the end.


Dressing

Our classes dressing has been an extreme difficulty. By dressing, I mean that making animations, and art work run smoothly, has been frustrating.

Chris has been great at helping me understand more about the class, and using its features. I really have appreciated his help. The art work is too good for a prototype, but he really would like it to look as good as the game feels.

Let's get done.

Monday, November 5, 2012

Post 11 - Building Blocks

Building Blocks 

Legos

The most basic structure of our game has been processed, and rough sketched. The building process began, and it is off to a flying start. We have had a process that has allowed input from each member, and we have learned that we didn't have the same views on key points, whether that be character movement past terrain edges, controls for that movement, inventory selection/alteration, and sound setup.

The communication happened quickly, which is what was needed. I think we have a project that is moving well, and the controls seem to feel simple but 'good'. Whatever 'good' means.

We like it.


Bendy Pieces

So, we have had to be flexible.

By this, I mean that we have had to deal with not just learning, communication, and structure, but also dealing with each member's drive, time, and capacity. I think this has been difficult. We are feeling drive for the project in different locations, but struggling to feel like we are making a part in it.

We will keep adding on to each piece. This will allow the depth of the structure to build, but allow us to test whether it holds weight, or crumbles. That part is extremely difficult, but it is a good learning process. This is what we are here to do. Learn.