Friday, May 22, 2009

Update for Matt

Ok,
we've all started finishing our work so that i can be given to the programmers to build a running version of the game;

I completed getting the death sequence "game ready". also working on the last 8ooo pixels of 16-bit art work and collision. when I finish this task I will merge all the 18-bit art work into one map.
Ben R,
finished his portion of level art and assigned the enemy spawn, bit spawn and character spawn points for the 16-bit artwork (now that I think about it i should have gotten him to do it for each level). afterwards Ben and i worked on idea's for splash screens.
Ben M,
also finished his portion of the first 8ooo pixels of 16-bit level, he is working on a volcano for the end of the level. Ben also worked on some concept for the game over screen.
Programmers,
sorry to lump the programmers into one but i didn't have much time to look at what they were all doing**
We need to work on some transition screens for level changes, the programmers would prefer we made some art work for that asap. they are also starting to import c enemies into the game and working on a damage system. Llew has the HUD working and corresponding to bit collection.
also double jump is being refined from the infinite jump we have at the moment. James and Andy are making a lot of headway and are working from 16-bit backwards development wise so we need to finish the 16-bit maps asap (that's my fault and it will be done by next Friday).

Art jobs:
we still have a few left,
Credits: peter and i were talking about whether they should be graphical or code based and now thinking back on it i believe we(the Artists) should create it as peter has some pretty vital role programming.
End Screen,
we need the game to have some sort of closure and i feel this should be achieve with a victory screen, you're very good at coming with ideas concerning underlying plots and themes of the game so if you can think of anything for this screen i would love to hear them as i am stumped.

I think that is all but there is a lot to be wrapped in the testing phase, our first major bug is that we don't have a running version of the game, so we gotta bring it all together.

~Scott
(and for the record, duke nukem 3D... best game ever)
oh and do you have illustrator i'm killing for one that isnt a virus.

1 comment:

  1. Thanks for the update Scott. Sorry I wasn't able to make it in on Friday.

    The transitions for the characters could be really simple. Black background, flash the scene sprites between the black and white versions of the current level and the next level, before the next level loads in colour. It's quick and effective for us to do, and it shouldn't be too hard for the programmers. We could also flash up text that could act as either a game over splash or a next level splash, describing what happens to the character between the levels.

    It all depends on what we want the end theme of the game to be - something silly, or something serious. Given the art style and all, I think silly is the better way to go - in which the flashing black and white transitions is probably best, something pokemon-esque.

    So as far as the ending goes, something funny would probably be to have that same transition, but the 16 bit character turns into something else, but it's not entirely revealed what - leaving it more up to the player to fill in the gaps. I was thinking something like having the character turn into the silhouette of a popular gaming figure - Gordon Freeman, Master Chief, something more vested in recent technology.

    Ther was also the possibility of a simple 3D character, but I think it's a bit too much to mange so late into the game.

    We could also have something like the image I made that had all the characters as part of an evolution.

    We could just have the game end with a splash screen of text that basically wraps up the story, if we wanted to go down the more "serious" route. I could write up a script, in that case.

    There's a lot of possibilities. What are your thoughts?

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