Saturday, June 13, 2009

Thursday, May 28, 2009

What we are working on

1. mat fix floating bug

2. mat to get enemy spawn code and detect and play out death

3. colab with peter for a way to signify this

4. james to animate enemies and walk along platforms

5. peter to work on state system to handle levels, dead, intro blah

6. Col map for level 3 will be worked on by Mat and Scott

7. bit art to show in game (llew's done code)

8. ben r to do splash screens title polish

9. ben m polish victory

10. matt to do death screen Peter/ART Team screens- title- transition (fade to black)- victory for whole game (score)- death (score)- help screen

Saturday, May 23, 2009

Arrows and Go

Andy asked for some directional arrows so that the player doesnt get lost in the massive gaps of jumping from island to island so i made some.


GIFS:

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.

V2

trying to make it a look like you looking down on a console that has 3 screens on the case.


Splash

Ben and I were fleshing out ideas for the splash screen,

and this is the basic layout we had and i just put some finishing touches on it.

Thursday, May 21, 2009

What needs to be done

things to do for the completion of the game


  1. death will be worked on by Mat and Scott
  2. Rudmenty will be worked on by James
  3. Double jump cap will be worked on by Mat done
  4. Slow Falling will be worked on by Mat
  5. Col map for level 3 will be worked on by Mat and Scott
  6. Enimies spawn point will be worked on by Ben R done
  7. 16 Bit Art will be worked on by Ben M done
  8. Bit Spawn Point will be worked on by Ben R done
  9. No Title/ end screens will be worked on by peter
  10. sporn bits on screen will be worked on by llew