Where we are so far...
Obasi has re sized the characters , and added the zombie wall, we also decided to remove zombies flying. we also agreed to make the combo text more random in terms of where it appears.
Logan is continuing his work on the coffee cup, as well as the background work.
Akila is working on the revisions for the Humans, and Zombies that need work.
Tika has updated the in between on the environments.
Josh has begun adding Easter eggs, and working on the document.
Justin has removed the falling animation for the wall, and re worked the size of them.
Andrea has begun texturing the blood and gore animations from the line work.
Andrew has begun adding a collision animation, and re tweaking the audio.
Wednesday, August 27, 2014
Tuesday, August 26, 2014
Zombies & Humans [Revised]
Saturday, August 23, 2014
Thursday, August 21, 2014
Zombie Mowers Blood and Gore concepts
So this is the block in of the blood and gore for the zombie mowers, Andrea will be texturing them.
These concepts are just the blood and gore, and will not feature the mowers themselves. this will be added onto them.
These concepts are just the blood and gore, and will not feature the mowers themselves. this will be added onto them.
SFX are on teh MAA
New folder on the MAA with a plethora of SFX. I recommend Game Music 1 - Pop Goes The Weasel for the in game music (It can be edited to better fit a loop).
Bloodtrail concept
So, after creating the blood trail concept, myself and andrew ran into a conundrum, if the player ever decides to translate up or down, the blood trail would technically follow, unless theres a way to generate the trail behind the mower.
The only way I could think of having the trail follow, is to have the trail broken up in to 40+ sprites, so that when the mower moves, the trail will be broken up.
and yes, its a concept, because I dont want to texture/color a idea that wont come to fruition.
The only way I could think of having the trail follow, is to have the trail broken up in to 40+ sprites, so that when the mower moves, the trail will be broken up.
and yes, its a concept, because I dont want to texture/color a idea that wont come to fruition.
Tuesday, August 19, 2014
B Tillman Destroys The Game!
What We Need And Who's Gonna Do It:
SFX: Noises and music, --Andrew
Zombie Tweaks: Gas zombie poots, B-ball human tosses ball, --Akila
Mower: Gas mask pronouncement --Andrew
Zombie Wall: IN GAME! Starts on screen, pushed back at level end. --Justin, Obasi
Environment: Transitions --Tika
Shop: Buttons, Background --Logan
Assets: Size relations fixed --Obasi
Story: Intro with background, Tell player the point of the game --Logan
Credit page with text and background image: Josh
Power Ups: Change lemonade to coffee/redbull. Change coffee/redbull to a 5/7 second extreme boost in speed. -Logan, Obasi
Blood and GORE add unique obstacles: Josh
SFX: Noises and music, --Andrew
Zombie Tweaks: Gas zombie poots, B-ball human tosses ball, --Akila
Mower: Gas mask pronouncement --Andrew
Zombie Wall: IN GAME! Starts on screen, pushed back at level end. --Justin, Obasi
Environment: Transitions --Tika
Shop: Buttons, Background --Logan
Assets: Size relations fixed --Obasi
Story: Intro with background, Tell player the point of the game --Logan
Credit page with text and background image: Josh
Power Ups: Change lemonade to coffee/redbull. Change coffee/redbull to a 5/7 second extreme boost in speed. -Logan, Obasi
Blood and GORE add unique obstacles: Josh
Monday, August 18, 2014
I did not see your Game Design Document? Where did you guys put it? It was never turned in. I need the document since it was part of your midterm grade. You were to have half of the document finished. Also this was stated in the agreement you signed the first day of class. Right now it is taken out of everyone's Midterm grade. I will need this document and will factor the finished paper at the end of the quarter when you turn your game in for the final presentation. You can email it to me, or bring it in next class when we get together on Tuesday. Thanks.
Mrs. Manis
Mrs. Manis
Hey guys everything looked great with your game so far. I really enjoyed playing it and seeing all those zombies go down. You guys are right on track with things when it comes to your game and animation. I also see that Obasi and Andrew, you guys have been working on the changes suggested from the last play testing, which is great, keep it up.
Saturday, August 16, 2014
Zombie Mower Alpha Notes PART 2: Revenge Of The Red Pen
So, I've taken care of 8 out of the 25 notes listed. Other things I am still in the process of completing, like bigger obstacles and shadows for other objects. Most I cannot do alone, like the visual to signify the store. Also, there needs to be a 'Helper Death' Animation and animations for 'Flying Zombies'... if not I could just remove that aspect of the game all together. I was thinking that a 'nuke power up' is already the 'push zombie wall back' upgrade.
In the meantime, everybody should look for royalty-free sound effects and fonts and maybe we can vote on the best ones next class.
In the meantime, everybody should look for royalty-free sound effects and fonts and maybe we can vote on the best ones next class.
Thursday, August 14, 2014
Zombie Mower Alpha Notes
A Most Excellent Game!
Notes:
Add Sound Effects for:
Power Ups
Zombie Kill
Zombie Attack
Human Save
Human Kill
Jump
Obstacle Hit
Zombie Thrown
Notes:
- Transitions between environments.
- Noise or bigger visual to signify store.
- Zombie wall animation.
- Larger animation for player character.
- Environment looping longer (2 or 3 times) before switch.
- Something to signify a zombie is being thrown.
- Percentages or number out of number tally for stats.
- Instruction to include power ups and store button.
- Fill out about page with credits and story.
- Background for store and start page.
- Bigger image for obstacles.
- Pressing 'S' in store goes to a blank page.
- Helper animation bugs when he hits a zombie.
- The animation on putting the net away has an extra frame that extends the net.
- Restart needs to reset the purchases and prices.
- Zombies, humans, and obstacles need shadows.
- Add a nuke power up.
- Scale farm environment down vertically.
- More apparent benefit to upgrading mower.
- A speedometer to show how "fast" he player is going
- Turn off "G-Man" cheat.
- Add additional zombies and humans (when they come in).
- Change environment looping to (City -> Suburb -> Farm -> Suburb -> City)
- Change combo meter to pop ups at certain numbers (Killtacular!)
- Does combo effect score?
Add Sound Effects for:
Power Ups
Zombie Kill
Zombie Attack
Human Save
Human Kill
Jump
Obstacle Hit
Zombie Thrown
Alpha Review
The game is alright so far.
- Zombie wall multiplier is a kind of extremely difficult
- Flying Zombies that home in on the player are over powered and game ending, there is little to no way to dodge or kill them.
- Store needs an Icon or someway to determine where to press the S key.
- Zombie wall multiplier is a kind of extremely difficult
- Flying Zombies that home in on the player are over powered and game ending, there is little to no way to dodge or kill them.
- Store needs an Icon or someway to determine where to press the S key.
Wednesday, August 13, 2014
Week 5
Its week 5! which means we need to not only have all the animations that were done uploaded to the game, but all the obstacles, and power ups as well. The midterm is Thursday.
As of right now from this post.
Tika has uploaded a suburban environment which is very well done,
Andrea needs to upload her sprite sheets to give to Obasi.
Andrew is doing 2 of the human animations, after finishing the mower.
Justin is doing the other 2 human animations, after he finishes the Zombie wall.
Logan needs to finish the power ups, and begin adding the HUD elements.
Obasi is adding the final touches to making the game Beta worthy.
Josh will be adding some unique obstacles with certain Easter eggs.
All in all, we are on schedule, and with just a few hiccups, we plan to have the rest of the animations done by week 7. and have any bugs fixed by the end of week 6.
week 8 is when we begin to add more to the game, like more zombies, humans, obstacles, environments etc.
As of right now from this post.
Tika has uploaded a suburban environment which is very well done,
Andrea needs to upload her sprite sheets to give to Obasi.
Andrew is doing 2 of the human animations, after finishing the mower.
Justin is doing the other 2 human animations, after he finishes the Zombie wall.
Logan needs to finish the power ups, and begin adding the HUD elements.
Obasi is adding the final touches to making the game Beta worthy.
Josh will be adding some unique obstacles with certain Easter eggs.
All in all, we are on schedule, and with just a few hiccups, we plan to have the rest of the animations done by week 7. and have any bugs fixed by the end of week 6.
week 8 is when we begin to add more to the game, like more zombies, humans, obstacles, environments etc.
Subscribe to:
Posts (Atom)