Tuesday, November 22, 2011

Tuesday, November 15, 2011

Playtests Round Dos

Here's a short summary of things that have come up in recent playtests, good and bad.


  • Players seem to love the mechanic and the crazy humorous way the game plays.
  • The level, prior to its new redesign was heralded as way too short though they liked where it was beginning to go. This is mostly fixed.
  • A lot of the negative feedback regarded challenge this resulted in us developing ways for people to lose.
  • People who played before commented on the better "gravity" and physics, they also commented how fun it was to beat the bears with your music.
  • They also commented on how nice it looked with textures and particle effects.
  • People really dig the compression wave.
We've got a lot to get done but we can do it. The level is almost 100% done and most of the mechanics work now.

Tuesday, November 1, 2011

It occurs to me there is an update due this evening

So what I've been up to lately:

* Making the particle effect look like a compression blast - still not all that great, but experimenting with a few other ideas. Its easy to iterate on, but seemingly difficult to get right.
* Increasing the design for our level - While I like our current design, it feels like it needs more to be a minute of awesome. So I am lengthening it out a bit. Pushing the designs to the team on Thursday.
* Increasing the sillyness of the world - speakers, other things for the player to interact with, and such. Some are planned out, others need some tweaking.
* The title screen. I have it drawn out, just have to make it.
* Playtests, playtests, playtests. Been doing a lot of them, trying to make sure the mechanic is as tight as possible.

We've got a rough journey ahead of us, but I am certain that we will prevail.

GO SPACE PANDAS.

Joe

Monday, October 10, 2011

This Week on Dateline

Over the weekend I textured the penguin that joe combined with a single texture and did a basic rig on its wings so that they can rotate. The polar bear was animated and was able to find other follower penguins to populate the game. Also found more static background objects. This week I will continue working on objects and getting Wub the penguin animated.

Thursday, October 6, 2011

Weekly Post

At the beginning of the week I was finding more static models to be used in the background and uploading usable fbx's to p4v. When trying to get the penguin into unity we ran into issues with multiple textures and multiple objects making up the penguin and going into unity not as a single mesh. Joe was able to get the penguin in as one mesh but lost some rig control and it will need to be re-rigged. This weekend will be spent making more background objects that Joe has requested and nailing down a finished penguin.

"Tissue" tests - could you hand me another tissue?

So, we successfully got about 6 people who were "new eyes" to come and test out the moving around mechanic prototype level that we created just to feel out movement. A lot of the comments and such were helpful, though many of the things suggested we change were about the game as a whole that was already on the docket so to speak.

The testers enjoyed the mechanic but told us they need to be able to see a stronger effect  for where the sound is being blasted.

Many commented on falling speed, which does need work.

One stated that he wants more challenge, but many of the challenge mechanics are still in the works. Nothing other than the core mechanic was used in the playtest.

Most of the changes we're planning are in fact, getting everything in. Textures are a big thing, everything was a little hard to see (especially the placeholder particle effect for the speakers)

The List:

  1. Better gravity
  2. Better textures
  3. PUT THINGS IN THE GAME
  4. More sounds
  5. Better particle effects
  6. A skybox
  7. Camera focus
  8. Add a hud
  9. Add a start screen
  10. Modify controls for non-gamepad users.

Monday, October 3, 2011

Weekly Post

Sound FXs for walking are complete as well as the Bear enemy. We are currently working out a DubStep Track that will fit with our game and provide the best feeling of awesome. We are also working on a test level to begin moving around with Wub and getting a feel for platforming with DubStep.

Wednesday, September 28, 2011

Weekly Post Numero Dos

I've been looking into the way games like ours have been made prior as well as started sketching out our first "level". I imagine it evolving into what our first level is rather than being it after its is done being designed - but that will require playtesting. I plan on beginning building it over the weekend.

Whether or not we have more levels is dependent on whether or not the one I am making feels awesome for its entirety (or at the very least for a full minute - right? :P).

The programming seems to be coming together well, so soon as its all in one place we can start putting together our first prototype. yay!

~Joe

Monday, September 26, 2011

Weekly Post

What I did this week was discuss with the team about ideas for the game. I also found a fully rigged penguin for our games protagonist and attached speakers to him. Also found a polar bear which I did a quick rig for, nothing extraordinary just basic.

For this week I will need to attach headphones to the penguin, model an Eskimo type person and probably some background assets.

Sunday, September 25, 2011

Weekly Blog Post

What we have done:
We have begun to model and rig several characters.
We have also started to look at sound FXs to use for our game as well as deciding on a Dub step soundtrack to play.

To be Done:
Start making general layout of level so we have a base idea of the flow of the game.  We also need to finalize some design decisions such as attacking enemies and how certain enemies attack the player.

Tuesday, September 20, 2011

Weekly Blog

Last week we spent most of our time deciding on which game to create. This week we've been working on figuring out what we can do with unity to make this game successful.

 I explored around for a long while and spoke with some knowledgeable friends on the subject and found that there is a very nice plethora of optional (and good) content for Unity based right inside of Unity itself in the Asset Store. Some of it costs money, but a great amount of it is free. So lately I have been scouring that for things that will be useful to get our prototype up and running soon.

~Joe

Game Pitch

My main game pitch was basically a 3D version of Dolphin Olympics.

http://www.rawkins.com/games/dolphin-olympics-2

The player would control a person free-falling through the air, here the goal of the game would be to build up as much speed as possible by falling through glowing rings and avoiding clouds. Upon reaching the ground, the player would be flung back into the sky even faster than before. After three runs, the player hits the ground and dies. Highest height is he goal.

Schedule

Below is the Link to our schedule

https://docs.google.com/spreadsheet/ccc?key=0Ak2BPSNgSzOgdE4tQW8zeVRUQ2g1dzZBajAzd3ZUTEE&hl=en_US#gid=0

My Game Pitch

Skateboard Death Match

The Game will feature players riding around on skate boards in a tony hawk style skateboard game but will also fuse elements from kart battle games like Mario kart and mod nation racers.  Players will pick up power ups and attempt to build up the best score through tricks and by knocking down opponents.

Monday, September 19, 2011

Weekly Blog

Most of this past week was spent picking what game to make from all of our group's game pitches. We did have a little bit of trouble picking what game to pick, but I think we made the right decision with Dubstep Penguin: We Wuv Wub.

This next week will be spent coming up with more ideas and solidifying our game by making some decisions about what direction we are going to go in with a few of the game mechanics.

Pond of Death

A top down puzzle game that requires good timing and fast puzzle solving. Play as a young frog who has been separated from his family. You begin your journey across the pond to find them. Find your way across the pond by using your momentum to move the lily pads after landing on them.

Saturday, September 17, 2011

Car Combat

My idea for a game was a car combat racing game where the weapons of the vehicles shot dubstep music. Visually the weapons would look cool by shooting particle effects.

Thursday, September 15, 2011

Laser Rampage

Take Geometry Wars art style and explosions and such with the game play of an arcade rampage style game. Gorillas with lasers. Etc.

Dubstep Penguins

You play as a penguin fighting the man with dubstep. You maneuver yourself around and destroy things using sound waves. Good idea? Bad idea?