Wednesday, 24 November 2010
Flash Game Alpha
After an hour of testing and writing I've got my man to run!!!!!!! (Yeah!) Now I have to change a few settings. These settings are for him to say in the bottom courner and can't run up or down.
So far my alpha is now making the player run, the background is scrolling and now my player can shoot.
Now my player is shooting 'arrows' from him. It's not the best qualiy so far, the run cycle is not the best, it's a black and white sketch, the background is alright and the arrows are chunky.
The only problem so far is the player starts at the top left courner of the page.
I've just finished some programming changes, now he starts at the bottum left courner of the page and now he can only go left and right instead of up and down as well, as he didn't need to go up or down. By doing this I changed a few propoties under the Ship function I added a little bit of code : x = 5 and y = 200, this loads the player up at the bottom courner of the page, and allows for instant play.
I'm thinking of creating a shooter game as it's seems to be a lot easier to program.
I've just relieased I haven't created a short enemy death sequence, for this I have created a quick sketch of a man falling back, in Flash I will create him to flash on and off a few times before disappearing.
So far the Explosion (Death sequence) is working, but it's also not. Let me explain, it works when the enemy get's hit, the animation plays, but it skips forwards, then when shooting, the arrows hit the first enemy then they start hitting every two or three, and the arrow range gets shorter and shorter as the more enemies they hit. I've changed the death seqeunce so they disappear at the right place, but the arrows are still busted, they still only hit one every few enemies and the range shortens. I fixed the death sequence but placing their allinement to be the top courner instead of the middle of the image.
I've fixed the arrow problem, I didn't release I had to enter more code after that will delect the array and update the search and destory ^_^ Opps! (Note to self........don't complain about it until you've read the rest of the tutorials!)
Just working on the score system for the game. I'm still following the shooturials to create the score. I've only got the health bar and game over screen left to create.
Sunday, 21 November 2010
Testing
Wednesday, 17 November 2010
Proposal replies
From the reply email about my level I need to:
- Plan out my level
- Develop characters ideas and sprite sheets (Which I've done, that was my character sheet, I just need to colour all the characters in) and enemies
- Backgrounds
- Finalise the game mechenics and rules, maybe create an alpha or prototype
- More concept artword (That's wierd for me, I always do more than I need to! (I can do more, I don't mind!)
After talking with Steve, I know have to decied which game to go with. Personally, I want to do my platformer, and well, I'm looking at tutorials, and working through them to create a mini platformer game as an Alpha.
Friday, 12 November 2010
Wednesday, 10 November 2010
Proposals
- Characters - this is just a sketch of the hero and the princess running, I used a run cycle sheet and drew around one of the runners twice and drew around them to create the look of the hero and princess.
- Level Layout - this is a sketch of roughly how I want the level to look like, but not official. It has different raise in floor, some hills up and down to give the game a sense of direction. The level also has some indication of holes for the player to avoid, but there will be more in the final level design.
- Enemies - a bat and fireballs are the enemies. Bats are the enemy that will appear infornt of the player, as they are hiding in the cave, and the fire ball are the rear enemies being fired from the dragon chasing the player for stealing his princess. The dragon so far is not going to be shown, but so far that's not for sure, I might have a shadow of the dragon to show the player he;s still being followed.
- Avoider objects - spikes and hole. Spikes you duck, holes you jump, very simple gameplay and very simple design, I'm hoping they will be random in the game, making the game different each time.
Unfortunately this images are not available now, but I'm hoping to upload all the concept images before the end of the week (12th) as many of them are not yet complete, but with small adjustments.
The second work (Digital) are concepts of my shooter (Yes, I am designing one) It's a crossbow shooter (Keeping to the medieval theme) It's set in Fenrir (My HCI project and animation) and you play a soldier of Malta. You have to take out the armies of Knavesmire by shooting them with your crossbow, without getting hit by theirs. The work today was a digital run cycle, with a colour references. I've also done a background shot, but that's very basic but gives the idea of the look.
I promise to upload my artwork by the end of the week to help visualize the ideas.
Wednesday, 3 November 2010
Reply from Gareth about Game breif
- The controls? Are they for a mobile phone game or a computer or website? If it's for a mobile phone, the size of the screen? Or will that be up to me when I'm creating the proposals?
Yep, it's up to you. As long as I can play the game and test it then I don't mind too much. Usually its a phone game or a Flash web game, but it doesn't have to be. Someone created it for the PSP a few years ago. Whatever you choose must be comfirmed in your final proposal along with screen dimensions however.
Whatever you do concentrate on having basic movement through 4 or 8 ways (Up, down, left and right etc), with a maximum of 2 action buttons. Depending on your target platform, you might want to use some gyro features, or simply arrow keys on a PC keyboard. You also might not need any action buttons at all.
- For the game itself, I know your after an arcade shooter, so I was wandering if it will be a side-scroller, top down? Does the game need to be a shooter? Or can it have elements of a shooter? Personally, I'm not a keen shooters, I prefer little games were the player has to dodge objects or jump gaps, like Action Turnip on Kongregate.
Hehe someone else in your group has already mentioned Action Turnip! I'm never going to get that tune out my head now! :) Games like that or Canabalt etc I would let you do. It would be bending the rules a bit, but as long as you stuck to other aspects of the brief then there would be any problem. Side scrolling or top down, I won't mind.
- I know the game has to be suitable for all ages and genders, but I'm wandering about other cultures, as if I was releasing the game international, should I make it suitable for other cultures as well?
I have no problem with the game only appealing to a European or North American audience. Of course in the future however it would potentially limit worldwide sales activity. You might not see this as in issue anyway, as if it was good then a mobile or facebook version of the game has a potentital UK audience of 15 million.
If you want to release a game internationally, then it has to have international appeal. I wouldn't get too worried about that though as something straight-forwards like Action Turnip has it.
- For the replay, should it have a score system? By having the scoring it can become competitive playing and make it able for replay.
A scoring system is one way to meet the 'replayability' requirement of the brief. There are others, but that would certainly be one of them.
- Gameplay. For the gameplay, apart from easy, is there anything else? Like fun? Also, should it have interface? Health bar? And maybe a start screen for the game, something small to introduce the game before going into the game itself.
Start screen? Yes. Fun? Of course! Easy? No, challenging! Interface? Up to you. It's whether your game needs them.
Thanks to these responses, I have a clearer idea of creating my game.