Sunday, March 25, 2012

Im not sure if anyone got the text, but im at work today and cant come in for the meeting, if we want to have a second over skype later tonight or another night im fine with that. Otherwise Ill see you all on thursday

Thursday, March 22, 2012



Ok guys, this is my favourite of my models, Ive got three but this dude makes the most sense to me. Just to flesh him out, He uses his cloak to clutch on things, that's why you don't see hands. Both the pillow and the Staff will be actually designed when I get to it, I just want a quick ok from you guys so I can start refining him down, or if you guys want to change something or something like that.

Also, The others two are basically the same thing, except one is just a cloak, and I have modelled like mittens to clutch on the weapon, and the other has a witch hat instead of the sleeping one.

If you want to make changed do it now, I need to finish modelling so I can start texturing

Monday, March 19, 2012

Itween

Hi all, for easily scripting and animating, I just highly recommend use Itween. http://code.google.com/p/itween/downloads/list
Hi all, Just an update on what I have been doing since we havent had a meeting this week. I have started our main character in maya, I'm hoping for just over 500 tris, I think this will be best if we wanted to market for DSware or the PSN network.
Ive finished off brainstorming for my other characters, and have them all sorted as well and have been thinking about spell animation.

I think it would be a god idea to keep everything feathers, so the push skill will spawn feathers flying off in the direction he has pointed it, With Blink he will go up in a puff of feathers and they will fall to the ground while he goes to his new locations, and the aoe push will be a ripple of feathers flying out.
I also took some consideration into the hole, two main ideas, one is that the character, places a staff that looks like a Dreamcatcher and it radiates a pulse that will show where it will come into effect, another idea is that the "rune" on the ground will be in the form of a dreamcatcher (http://www.wholesaledreamcatchers.com/images/OWG007.jpg).

Also, if people want the updated slide documentation uploaded for reference, just ask.

Wednesday, March 14, 2012

PROGRAMMERS ATTENTION!

Guys, I have used a basic AI path finding and spawn point code before in one of the games I have created before, I manipulated code I found off a tutorial page, I think we should do the same again, it should be simple to create something like this this way.

Anyway, the tutorial I used was here:
http://www.rebelplanetcreations.com/downloads/Other/Tutorials/HowToMakeAGameInUnity3D.pdf

Its a pdf, it has important information like how to create a spawn point and COLLISION DETECTION, which we will need for the monsters to avoid black holes and the rest of it.
Its up to you if you use it

Slide show

Alright guys, this is what I have.

http://www.mediafire.com/?gexuso6or86rbpn

Its simple, but its just a slideshow.

Just making sure

Sorry I'm freaking out, need to make sure you guys will all be at Uni at 12.30 tomorrow!!
I wrote a post about it below but no-one confirmed. You are all happy to get there at this time? No clashes with classes?

Tuesday, March 13, 2012

Time Management

Something to include in the PPT that the assessors will be looking for.
How we are organising our time. Each week's description is the stuff that has to be done BY that week.

Week 3: Presentation of what we're going to do.

Week 5: At least 1 or 2 characters done. Environment perfected, some code implemented.

Week 7: [ I think this is 2nd presentation. ] Basic working game. Combat working, game is vaguely playable...but not perfect at all. All levels vaguely working.

Week 9: Game close to finished. Mechanics implemented, characters finished.

Week 11: HUD/UI working. Game working with menus etc. After this, play testing and final tweaks/bug elimination.

Week 12: Final Presentation.


How does this look to y'all? I think It looks like a good balance with some time left over because we will definitely need it.

Flowchart



Use it or not, I made it a week ago. Might as well upload it...





Progress?

How is everyone going?

Steph are you doing the PPT + some sketches and stuff? Is it all going ok?

Programmers did you get the Unity file working ok in 3.3Pro that I gave you?

We will need to meet maybe an hour earlier on thursday to make sure we are prepared for presentation. (12.30?)

Sunday, March 11, 2012

PPT

Hi all, I just made a ppt for the programmers parts. It is really briefly I think, and I did not design this ppt , so it looks poor... there still need something in UI part, so you guys who will make the ppt can change everything you want. And if you want more things or want anything more just let me know :D.
Here is the download link : http://www.mediafire.com/?8hzp6bkrzfcs58w

Crack

I got thing like this , is this the problem because of using the different version? Mine is Unity3.5

Saturday, March 10, 2012

Link to first Unity file


just under 100mb, like i said it's just the first draft. also i'm not sure about size.
http://www.mediafire.com/?oedoe7pcrs69xyi
Download from ^ there, password is: "polypush" (was an idea for the game title)

for this we all need to be running UnityPRO 3.3 (not 3.4) Like i said earlier, if you don't have UnityPro 3.3 I can give you a cracked version.
If you have the wrong version we risk corrupting files when we transfer them between us.
Also, if you don't have Pro, the water effects etc won't show up. Here's a screenshot to check if it looks the same when you open the file.


Friday, March 9, 2012

Stage 1

I have created the first version of the environment. It needs a lot of work, cliff will need a rebuild because I'm not happy with the shape. But It's a start.
We'll also need a mouselook function to be able to look around. like Right click anywhere to move camera. If you know what I mean.

Problem is the file is 200mB. I will delete unnecessary assets and then upload to a hosting site.

Basic Level Progress



I made a basic diagram about the game progress. We may throw the lodaingscreen part away, it just depends on you two designers.

Thursday, March 8, 2012

game plan summary

    i post this summary here to remind us what is our goal and what we need to do also some detail for our game, and some stuff can put into our PPT as well.

first, we need decide our game name, we already have an option for it which is "push push" sounds Qty and perfectly told player what will happened in our game. if there is another name, post here then we can discuss.

then summary!
---------------------
i just list every thing here.
in our game, we will have, a start menu, it will extend to difficulty character select and high score.

the start menu we decide in uni is one character' back as background and game name at middle and a start button, a high score button.

then click start button, will show difficulty selection then after choose one of them whatever it is , will show character selection, for now 5 character needed, and it could be one for each of our group members.<---this is just idea we don't have to! 

then in the game we need a simple UI, a timer at top center a life bar and skill list bar at bottom center, also for the life bar we have an idea to use a staff present it and how many life is depends on which difficulty you choose, for example, if you choose easy mode then you will have 5 life and the staff is cut into 5 parts, middle mode will have 3 parts and hard mode only have a full long staff 1 life.

our game platform is a cylinder top. you can make it more "  " (the word i don't know how to say).

for skills we still using our original idea about push-back for our first, basic skill, and second skill i think the black whole idea is not good, and i want to use a "white whole" to instead it, it was create a whole and then the enemy will fall into the whole, but for now it just drag them together to a point. and i just ask you guys how about it? the third skill we planning have a blink skill can get away form the enemies, and the last skill is like make character'self is a center and do a AOE push back around the character.

and in this game there is no jump, no health bar, no kill.

for enemy, we try to make three type of them, one is strange, big, slow movement and a powerful melee snare skill.
second one is small body(not too small),move fast(if character movement is 1, it only can reach 1.2 maximum,other wise it will too fast, because this one will the most main enemy in this game)and one skill is a small melee range shock.
the last type enemy is looks like wizard,they have a skill is cast fire ball,and this skill will knock back player.

we will do character movement, push back mechanic, and we will force on the skills, and all AI script! here we are planning to make enemy climb up from the edge of the platform, and drop down from sky.

also the score system is needed, as Stife said we add combo system, like you push one enemy you will get one point, if you push 5 enemy you will get 5 points(at here we need discuss a better algorithm), and if the enemy drop down , then each enemy will give you 10 points

if there still have time we can do a day time and night time, at day time our character have a good view, but at night time we only can see a small area.

and about the platform will destroy by powerful skill and it will heal back we still need discuss it.

-------------------------------
and that's it!

free to edit, make our game better!


Skype

Ok, I just put my skype here: lex_47 or lex_47@126.com, add me :D

Tuesday, March 6, 2012

Progress

Ok so we have our few ideas atm. We present next Thursday (1 week, 1 day) so we should aim to have PPT done by Monday or Wednesday.
What we need done:
***I am making an entire prototype in Unity so you coders can start playing with it. And It'll look good in the PPT. I will also draft some creatures/inspirational games/art etc also.
***Steph, I liked your 3D character last year. Could we perhaps use it as animation practice for the time being? I will send you a message tonight about character ideas and what we are thinking of doing for maps. You also said you had some ideas for characters and making development easier. Can you post and tell us what they are :D
***Coders, can you write up ideas for 'unique' mechanics. We need to write up the basic mechanics, what were planning to do. And also some ambitious ideas. Ones that we won't necessarily make...but if we make our scope bigger than we will get more done.

Now, I've been thinking about our game. We had the idea of making the 'game space' go smaller as the 'deathmatch' ends. But how would that work as a multiplayer? You would just instantly die when the podium is so small that you'd kill the player as soon as they spawn.
I have an idea where we can have waves of mobs. Single player, Mobs spawn more frequently as the play space gets smaller. So you have to try and survive whilst not falling off the podium, and not being overwhelmed by mobs. What do you think about this idea? We can also have an interactive environment where (eg) you shoot pipes to create mass AoE damage as an emergency when you get overwhelmed. And you can win when the space gets very small (ie/ 50x50px) OR use a high score system where you die anyway, but you see how long you can survive.

Post feedback please :)

ps- If you need UnityPro for PC I can burn you a copy. Unity is free, but you don't get certain features. If you want it tell me, and I will burn it onto disc for you and bring it tomorrow or Monday. I also have a Unity textbook I can lend to you programmers, if you want.

Sunday, March 4, 2012

Need your e-mail addresses!

Still need 2 of your e-mail addresses to add you as authors. DO it :)

Thursday, March 1, 2012

Greetings!

Hello team,
Post ideas here whenever you feel like it. Hopefully this'll come together nicely!

Here is my Facebook for y'all who didn't get it today: facebook.com/miyarei

-Miya