Thursday, March 28, 2013

To-do list for April!


Things left to do:
  • Fx: Jack, Cameron
    • Item fx
    • Updated portal fx?
  • Animations: Cameron, Jake
    • Noah 
      • death
    • Borgoll 
      • Attack
      • Run
      • Walk
      • Stunned
      • Death
    • Cerhylodon
      • Charge
      • Walk
      • Stunned
      • Death
  • Assets: Cameron (models), Jack (textures)
    • Items
      • Can't pick up Tonitrite unless you need it
      • Energy bar depletes upon crystal collection
    • Environment
    • Obstacles
      • Boulders
      • Scrap metal
    • Buildings
    • Plant life (cards, models?)
  • Lighting for scene: Jack
  • Sounds: Jake
    • Music for main menu
    • Music for in game
    • Music for hi score
    • Music for failure
    • Sound effects
    • Character voice work 
      • 3 voice tracks
    • Creature sounds
      • Velox roar (1 for chase, 1 for stun)
      • Borgoll roar (1 for chase, 1 for stun)
      • Cerhylodon roar (1 for chase, 1 for roar)
  • Menu/UI: Stephen, Jay, Sterling
    • Artwork
      • Archives
      • Hi score
      • Failure
    • Main menu: Stephen, Cameron
      • Set up archives
      • Set up main menu
    • UI
      • Flashing red timer
      • Flashing red health
      • Flashing red character
  • Systems
    • AI: Andy 
      • Velox collides
      • Borgoll physics
      • Cerhylodon 
    • Hi score system: Chiang
      • Names carry over
      • Fit better on screen
  • Etc.
    • Make radius prettier
    • Make swipe trace prettier
    • Floating health bars?
    • Velox run into each other?
    • High score option no matter what you press after game ends
    • Borgoll attacks too soon?
    • The game drags on now, option to end it early?

Tuesday, February 12, 2013

Milestone: IRON MAN complete - 2/12


Playtest Results

  • Objective of game is not clear. Half think it is to collect crystals, half think it is to collect creatures.
  • Color coordination between UI elements and corresponding in-game items needs to be in place so people know they are related.
  • Make the movement/stun/capture process evident. People were confused as to how tapping, swiping, and pressing related to each other.
  • People liked having hordes of creatures chase after them and them capturing all at once.
  • It was too easy to die, and people didn't like time running out.
  • Some people's hands covered the screen too much when playing, maybe move the UI around to account for this.
For a full list of the answers to the playtest survey, go here!




Modeling
Cameron Coker

We have a model for the troll creature, the Borgoll!



Animations
Jacob Zimmer

We have updated animations for Noah Boxx and the Velox! Shooting, attacking, and patrolling.






UI design update and implementation
Cameron Coker/Chiang Leng/Stephen Aldriedge


Tuesday, December 11, 2012

End of Milestone: Loki - 12/11

Destination Feedback Video:





UI Wireframes:

Link to Google Doc


Weapon Particle Effect Feedback Research:

http://wiki.etc.cmu.edu/unity3d/index.php/Particles
http://docs.unity3d.com/Documentation/ScriptReference/ParticleSystem.html
http://docs.unity3d.com/Documentation/ScriptReference/ParticleSystem.Particle.html
http://docs.unity3d.com/Documentation/Components/comp-ParticlesLegacy.html




FALL SHOW GAME TRAILER:

Link

GOALS TO REACH BY START OF SPRING SEMESTER:

-working game with feedback systems in place.
-have playtesting set up and ready to go.
-have calendar set up and Burn Down Chart created.

Tuesday, November 20, 2012

Milestone: THOR complete - 11/20

This month we worked hard to complete a working prototype to demo for our industry supervisors. With the help of some last-minute recruits from the Computer Science Department, we were able to get a working demo in place. The demo was a success, and we got some great feedback to go off of.


Tuesday, October 23, 2012

Sprint 4 & Milestone: BLACK WIDOW complete - 10/25

Our progress for the second milestone is as follows:

Prototype update:
Chiang Leng

http://www.youtube.com/watch?v=a-IO5afdbD0&list=UUTPQrZXr-230pf0e4gfgZBA&index=1&feature=plcp

TONOTRITE: We introduced the Tonotrite as the "currency" needed to beam up a creature. The player has to walk close to the tonotrite and then tap on it to collect it. If you don't have enough tonotrite, after you stun a creature and walk close to it, the creature turns grey, meaning you're not able to tap it to teleport.

WEAPON: The stun gun now has a laser sight to show where you are shooting. And the shooting is instantaneous after you press the shoot button. We're using a raycasting method of detecting hits rather than the collision with bullet we had last time.

CREATURE: We added our Velox model into the scene. They now have an aggro radius and leave radius. They also attack when they are close the player.

NOAH: We added our Noah model with texture with 4 animations: run, idle, shoot, and getting hit.

HUD: Now we are displaying the player health bar on the bottom of the screen as well as the amount of tonitrite collected on the upper right. The creatures all have health bars displayed above them.

LEVEL: added the new level model

UI update:
Jake Ross




Environment Model update:
Jack Eggebrecht






What makes our game fun?
-fast paced nature
-4 unique characters
-stun probability (you never know when they are going to wake up!)
-awesome design
-item collection
-creature capture system

Monday, October 8, 2012

Sprint 3 Complete - 10/9

Today marks the completion of our third sprint. Our progress includes a Burn Down Chart, an incomplete game prototype, a level redesign, and environment model progress.

Burn Down Chart
Jake Ross

This Burn Down chart is for the Fall semester beginning August 27th and ending December 11th.
 


Game Prototype 
Chiang Leng


Progress Video (skip ahead to :25)
http://www.youtube.com/watch?v=Ra0hYWly79s

Details:
The bottom left joystick is to move the player. Bottom right button is to fire in the direction the player is facing.  There is a cool down time every time you shoot. The fire button is disabled(turned grey) after you fire and then turns back to green when it's ready to shoot again. (in the demo the cool down time is 2 seconds)

The blue boxes are the creatures which have a very simple AI. They move in a straight line towards wherever the player is.

When a creature gets hit by the stun bullet, it becomes stunned (indicated by the change of color to green) and stops moving. Once a creature is stunned, the player must move close to the creature in order for the teleport button to appear over the creature. The player has to tap the button in order to teleport the creature. The button will only appear when the creature is stunned and when the player is close to the creature.

The player has to move quickly because the creature is only stunned for a short while. And also the player has to use the stun gun sparingly because each hit damages the creature and too many hits will kill the creature (turns red).

Environment Redesign - Phase 3
Brian Smith
 General Map
 Map w/ Objects & Vegetation
 Map w/ Paths & Points
 Map Elevation
 Map Compilation


Environment Model Progress
Jack Eggebrecht
 Basic
 Plateau
 Bumpy
 

Monday, September 24, 2012

Sprint 2 & Milestone: HAWKEYE complete - 9/25

Below is our progress after the completion of our first milestone.

Concept Art
Sterling Morris,  Brian Smith, Jacob Zimmer












Level Design
Jake Ross

Black shape = human structure
Pink dots = Tonitrite deposits


Green = high elevation
Blue = medium elevation
Yellow = low elevation
Red = very low elevation


Red = areas where creatures can attack

  
Modeling&Rigging
Lead - Chris Potter

Character Turntables

 


Weapons
Character Rig Demo


Materials&Lighting
Lead - Jack Eggebrecht

Texture Style established by Jake



Character Textures









Programming
Lead - Chiang Leng 

-Player Movement System progress




ETC.

-Unity licenses acquired
-github set up