Thursday, May 05, 2005

Update

We gave our final presentation on Tuesday and I think it went pretty well.

Since our last update, all of the features are now in the game. We are finishing up a couple things:
Chris- music and sound effects
Jon- tweaking animations and finishing transition screens
Dora- furniture tile art/building them in the editor
Todd- final implementation of plot quests
Karun- helping with quests and items

Tuesday, April 12, 2005

State of the Game Address

Since our last post we have completed:
*more features in the map editor
*a temporary example of the house made with the map editor
*a 3d item editor
*a basic and very sparse website
*a filmstrip of the character walking around
*map tiles for the house
*a loading screen
*basis for interaction/trigger code written
*some sound and music

Current Work
Chris: normal vectors, map and item editor, healing his hand, rotation of items in item editor, light sources, dynamic lighting
Dora: furniture art, building furniture, tweaking tile art, website, being fed chocolates while sitting in a spa on a remote tropical island, designing maze map, object art
Todd: game triggers, inventory interaction, shaving his head (legs?)
Karun: monster AI, much much more work since hopefully monster AI won't take too long
Jon: tweaking character animation, transition screens (talk to Todd about what this is), telling people that his name does not have an "h" in it, secondary character animations (ie: maze animation, armor animation), monster animations, object art
Everybody: figure out what music and sounds are needed, brainstorm toys around the house and their locations, write bios and send pictures for the website

--Dora

Monday, March 07, 2005

Music

This is just to get a list of songs we need for the game. I was
thinking it would be:
Title Screen
Walking around the house (maybe something for each quest)
Parents room (part of the walking around the house)
Outside (not sure about this one)
Imaginary levels:
Jungle
Underwater
Basement
Flying (through the vent)
Boss "battle"

Also at some point we need to make a list of required sound effects.

Chris

Saturday, March 05, 2005

Need to really really get working on code

I spent awhile in the Library working on the start of the code with Justin. Its really tricky to a degree we didnt expect, so we really need everyone to put in some major hours this week on the coding, regardless of other classes. It took me hours to just get the basic header files, and not even the cpp's

Friday, March 04, 2005

I made up a very rough spec doc for friday (its friday morning now) and made a simple little map of the house in paint so that we can turn in the pretty one, I gmailed both of them.

This weekend i'm going to try to start building the house and make the skeleton classes since me and Karun finally dont have a 314 project to start quite yet.

Tuesday, March 01, 2005

UML stuff for friday

I was thinking through the code setup, and my first thoughts were to have something along the lines of a Map class, Quest class, Monster class, Item class, UseableItem class, Character class for starters, and there will probably end up being some helper classes or nested classes that might aid in keeping those main ones simplier.

Alot of these classes will act as fields. For instance, a Quest needs a Map, possibly an Array of monsters, and possibly an Array of Items.

More on friday.

Sunday, February 27, 2005

Game play coming along

Today we met to discuss the specifics of how the game will play out. We divided the game into 5 linear quests all containing smaller quests/puzzles/mini games. The plot of the story has evolved nicely into a coherent fashion that appropriate to the game play. A fair ammount of action elements have been incorporated into our gameplay now too.
Our major discussions were on the balance of adventure aspects and action aspects in the game. As of now, the adventure puzzle aspects seem to be lacking. We also discussed the advantages of different ways to veiw the game. One manor involved the image centering on the sprite where the background moves behind it sprite. The problem with this veiw is that that the perspective of the walls would change, and leaving the objects in the room looking distorted. The other suggestion is to center the veiw on the middle of the room, and let the sprite move in the room. This would solve the distortion problem, but could possibly detract from the imerssion of the game.

In other news, Jon has made some animated concept art of the hero sprite and is planning to work on some moving at different angles to fit in the game. Todd has modified the map demo to create a 3d room that looks like a good basis for the setting of the game. I have been working on isometric furniture to experiement with the perspective in the game.

We should probably establish a comparitive scale of how everything will be displayed in the game.

--Dora