Friday, December 16, 2005
Complete Page
heres the final page. Any edits needed, please let me know! and anything else i should add as well as the report :)
http://student-iat.ubalt.edu/sde/students/lee_a/COSC320/final/default.html
http://student-iat.ubalt.edu/sde/students/lee_a/COSC320/final/default.html
Postmortem Revisions
Here are the revisions to the postmortem.
Let me know if there is anything else that's needed.
Let me know if there is anything else that's needed.
Cavern LVL
Cavern Lvl
Please send me links and stuff i need to post on the web site. Once i'm done i'll post it. Please get everything to me asap... i need to start working on something else *cough cough*
Please send me links and stuff i need to post on the web site. Once i'm done i'll post it. Please get everything to me asap... i need to start working on something else *cough cough*
Thursday, December 15, 2005
Game Audio 2
Oh, no!
What should I do?
Weee
Yeay! (Cheer)
Oww
No
Yes
Background
Background Music (Departure - Paranoid)
Loop of Background Music (Departure - Paranoid)
Win/Achive Goal Song
Lose/Fail Goal
Misc. Sounds
Bongs/ Drums/Bass (Could use as a small loop for the restart screen
Object Falling in to the water & Character fall/dive in to water
(Far) Water Fall
(Close) Water Fall
Start Jump
Land from Jump
Monday, December 05, 2005
Sound people~
- Background music
- Character voice
- Win Lose sounds
- Environment(chracter running, clothing whooshing sounds, ect...)
I was in class and playing around with the keyboard and made a few sounds...
Win sound
Lose Sound
Friday, December 02, 2005
Storyline and Final Level Outline
Here's the outline for the levels and story line. Feel free to modify and add and subtract to improve your level, but try to keep the basic mechanics similar so the game feels cohesive. The idea is to have it be maze-like, with small spaces that the player must move through either by jumping to the correct level or by splitting him/herself and the small selves fitting through spaces (to press buttons or get to next area etc. Be creative to use the splitting mechanic.) Enemies and such in each level are just listed as suggestions or inspiration.
Each level should have approximately:
- 3-4 active enemies (who move and/or attack player)
- 2-3 passive enemies (who are stationary but harmful if touched)
- 2-3 neutral enemy barriers (which function as barriers like the rest of the level geometry, but are different elements for variety)
- a "helpful" element, tie the story into the helpful element on why player is given help in the level (ex: mermaid shell stations for air in underwater level 2)
Level 1: Ruins
Description: Sidescroller, player is moving toward the right of the screen. Ruins are falling apart or water is rushing behind the player, and player must quickly navigate the level.
Active enemies: Minotaur, centaur, chimera, vines
Passive enemies: thorns, poisoned plants
Barriers: broken columns, fallen stones, collapsed ruins, fallen trees, tree roots
At the end of the ruins, player is trapped and jumps down a well into next level. Mermaids help with air stations.
Level 2: Submerged Ruins
Description: Vertical scroller, player is moving from top of screen to bottom of screen underwater, through submerged ruins.
Active enemies: pirhanas, squid, jelly fish
Passive enemies: stinging anenomes, sharp coral, poisonous plants
Barriers: broken columns, fallen stones, school of fish, whale
At the end of the underwater ruins, player reaches an air pocket, and moves into underwater ruins to right of screen. Gets a boat for help.
Level 3: Caverns
Description: Sidescrolling caves with player moving from left to right. The bottom of the caverns is flooded and a boat/driftwood/etc is floating along the bottom of the screen. This pushed the level along, as the player must keep up with it, but the rocks and such prevent the player from just surfing along on the boat. Player mush jump up and through maze like rocks and make it back to the boat to continue on. If player falls behind, the flooding or Cerberus catches up to the screen and injures the player.
Active enemies: Cerberus, tentacles coming from water, snakes
Passive enemies: poisonous frogs, sharp rocks, whirlpools
Barriers: rocks, ruins
At the end of the caverns, the water breaks through to the surface and is a flowing river.
Level 4: River
Description: Vertical scroller, where player is moving from bottom of screen to top. Screen is a flowing river and player must stay on the boat or on debris in the water. Debris is two types: stationary and movable. Player can dislodge movable debris and "solve" puzzles to clear a path for boat to continue down river.
Active enemies: Vines, pirhanas
Passive enemies: Lilly pads (that submerge if player stands too long)
Barriers: logs, leaf piles, debris
At the end of the river is a waterfall. Player is given a glider to fly off of the waterfall cliff.
Level 5: Gilder
Description: Glider is floating through the level, clouds for the maze obstruct the layer from simply riding the glider along. Could gradually can disappear to force the player to keep up with the glider.
Active enemies: vultures, two-headed dragon, harpies
Passive enemies: sun (melting the glider wings if too close or too long), disappearing clouds
Barriers: light or dark cloud areas, open space (player falls to death)
Player reaches Mount Olympus with glider at the end of the level.
Each level should have approximately:
- 3-4 active enemies (who move and/or attack player)
- 2-3 passive enemies (who are stationary but harmful if touched)
- 2-3 neutral enemy barriers (which function as barriers like the rest of the level geometry, but are different elements for variety)
- a "helpful" element, tie the story into the helpful element on why player is given help in the level (ex: mermaid shell stations for air in underwater level 2)
Level 1: Ruins
Description: Sidescroller, player is moving toward the right of the screen. Ruins are falling apart or water is rushing behind the player, and player must quickly navigate the level.
Active enemies: Minotaur, centaur, chimera, vines
Passive enemies: thorns, poisoned plants
Barriers: broken columns, fallen stones, collapsed ruins, fallen trees, tree roots
At the end of the ruins, player is trapped and jumps down a well into next level. Mermaids help with air stations.
Level 2: Submerged Ruins
Description: Vertical scroller, player is moving from top of screen to bottom of screen underwater, through submerged ruins.
Active enemies: pirhanas, squid, jelly fish
Passive enemies: stinging anenomes, sharp coral, poisonous plants
Barriers: broken columns, fallen stones, school of fish, whale
At the end of the underwater ruins, player reaches an air pocket, and moves into underwater ruins to right of screen. Gets a boat for help.
Level 3: Caverns
Description: Sidescrolling caves with player moving from left to right. The bottom of the caverns is flooded and a boat/driftwood/etc is floating along the bottom of the screen. This pushed the level along, as the player must keep up with it, but the rocks and such prevent the player from just surfing along on the boat. Player mush jump up and through maze like rocks and make it back to the boat to continue on. If player falls behind, the flooding or Cerberus catches up to the screen and injures the player.
Active enemies: Cerberus, tentacles coming from water, snakes
Passive enemies: poisonous frogs, sharp rocks, whirlpools
Barriers: rocks, ruins
At the end of the caverns, the water breaks through to the surface and is a flowing river.
Level 4: River
Description: Vertical scroller, where player is moving from bottom of screen to top. Screen is a flowing river and player must stay on the boat or on debris in the water. Debris is two types: stationary and movable. Player can dislodge movable debris and "solve" puzzles to clear a path for boat to continue down river.
Active enemies: Vines, pirhanas
Passive enemies: Lilly pads (that submerge if player stands too long)
Barriers: logs, leaf piles, debris
At the end of the river is a waterfall. Player is given a glider to fly off of the waterfall cliff.
Level 5: Gilder
Description: Glider is floating through the level, clouds for the maze obstruct the layer from simply riding the glider along. Could gradually can disappear to force the player to keep up with the glider.
Active enemies: vultures, two-headed dragon, harpies
Passive enemies: sun (melting the glider wings if too close or too long), disappearing clouds
Barriers: light or dark cloud areas, open space (player falls to death)
Player reaches Mount Olympus with glider at the end of the level.
Tuesday, November 29, 2005
Minutes
- Animations and Graphics Needed
- Characters
- hero
- male
- female
- enemies
- double-headed dragon
- squid (kreaken) (water level)
- pirahna (water level)
- minotaur
- centaur
- chimera
- mermaid (water level)
- cerberus
- vultures
- harpies
- Naga (via Alice)
- gods (just some suggestions)
- Zeus?
- Hermes?
- non-agressive
- fish
- whale
- Objects /Animation
- Gorgon heads spouting water
- Fountains of Fire
- Moving Blocks (up & down, left & right)
- Ceiling piece with dropping stones
- pillars
- blocks
- pits with spikes
- User Interface
- In game
- startup
- Maps
- restrictive
- blockish
- stealth mathematics
- have the math be represented by game mechanics like donalds water level description. Less obvious math. Learning should be more subconcious and be a sideproduct of playing instead of playing being a side product of learning =)
- style (some newer looking, some older looking)
- worn
- rubble
- ruins
- Levels (we decided to try for 2 levels to start with and then expand from there)
- vertical
- water level
- uses (anti)weight/gravity system
- horizontal
- normal jump and run we talked about
Objects
This is just a jpg of the obejcts that I came up with in flash. I've been pretty much obsessing with them since last week.
Water level
I didn't forget the assignment or anything. I'm trying to draw it in a way that makes some degree of sense.
What I will say now is that I am thinking of doing a vertical level. I already talked to Anthony about it and it seems that all that is needed to be done is to swap the x and y coordinates for movement.
In general, you are attempting to reach the bottom of the stage. Obstacles will be fans, barriers and rocks. The fans will restrict or hasten downward motion based on whether or not they are on the floor or ceiling respectively. Should the hero touch the fan, hit points would be reduced.
Fans will have an indicator, be it number or color, to show how much force they have. The player will have to collect items that will decrease or increase their weight. If the player is trying to reach the floor of a fan whose pressure is 1 and the hero has a weight of 5, they will fall too fast to be able to avoid contact with the fan and as a result will have hit points deducted.
Rocks will roll along the stage at certain points and if they contact the player will reduce hit points based on the weight of the rock.
I am thinking that there should be five zones in which the water adds resistance to the players movement, i.e. the water is easier to move through at the top of the stage than it is at the bottom.
Periodically, there would be a rest spot for players to make adjustments to weight before continuing the stage.
Points at the end of the stage will be totaled using the values of the items collected during the stage. This will cause the player to budget the use of items.
What I will say now is that I am thinking of doing a vertical level. I already talked to Anthony about it and it seems that all that is needed to be done is to swap the x and y coordinates for movement.
In general, you are attempting to reach the bottom of the stage. Obstacles will be fans, barriers and rocks. The fans will restrict or hasten downward motion based on whether or not they are on the floor or ceiling respectively. Should the hero touch the fan, hit points would be reduced.
Fans will have an indicator, be it number or color, to show how much force they have. The player will have to collect items that will decrease or increase their weight. If the player is trying to reach the floor of a fan whose pressure is 1 and the hero has a weight of 5, they will fall too fast to be able to avoid contact with the fan and as a result will have hit points deducted.
Rocks will roll along the stage at certain points and if they contact the player will reduce hit points based on the weight of the rock.
I am thinking that there should be five zones in which the water adds resistance to the players movement, i.e. the water is easier to move through at the top of the stage than it is at the bottom.
Periodically, there would be a rest spot for players to make adjustments to weight before continuing the stage.
Points at the end of the stage will be totaled using the values of the items collected during the stage. This will cause the player to budget the use of items.
Monday, November 28, 2005
Level Design
I was thinking about creating a click or enter a number level. Something simple with a simple task. I tried to incorporate everything :)
Alice's Lvl Design 1 p1 (jpg)
Alice's Lvl Design 1 p2 (jpg)
-Alice
Alice's Lvl Design 1 p1 (jpg)
Alice's Lvl Design 1 p2 (jpg)
-Alice
Friday, November 25, 2005
Level Design
Here's the pdf of my level design draft. Lots of notes and diagrams are included.
Brit's Level Draft pdf
Brit's Level Draft pdf
Tuesday, November 22, 2005
Date and Duty Assignments
Dates
November 27th
Initial concept art of levels and characters
November 28th thru December 2nd
Discussion to identify usuable concept pieces
December 3rd thru December 5th
Final level layouts
*Please be sure to leave comments for even the most obscene ideas you have for the project; we will use the blog entries to compile our write-up on our assignment.
Duties
- Alice Lee - Sound/Concept Art
- Brit Steiner - Sound/Concept Art
- Anthony DeMoss - Demo Scripting
- Jeff McDonald - Sound/Concept Art
- Donald Brown - Voices/Concept Art
Duties
Who can or is willing to handle what aspects of the project? I'm sure we can all agree that this will be easier if we each have some minor goal of the major project.
Right now, I am working on designing some objects like, pillars, platforms and textures for the levels.
Right now, I am working on designing some objects like, pillars, platforms and textures for the levels.
Thursday, November 03, 2005
Anthony you are up
It would be good if you write out your ideas for the final project.
I specifically need to know what level of Flash I need to be at so I can start focusing on related topics in the books I have.
Again we need to know what everyone is capable of so that we can assign duties. This being a more interactive and intense project, I think our roles will be easier to define than assignment 3. We really do need to get a jump on what roles each of us will have in the development of the game.
I specifically need to know what level of Flash I need to be at so I can start focusing on related topics in the books I have.