Thursday 21 March 2013

Game Assets


 Scripts:

  •  AI Enemy (Goblin)
  • Character/Controller Movement
  • Weapon fire and aim
  • Time limit (after detecting that the player has picked the orb source)
  • Detection during the mission
  • Pause Menu navigation
  • Life/health


    The audio is currently being discussed between wind and sound effects only or added music; western style - fast paced. With no music the player can concentrate on the game, and the sound effects will be more appreciated. On the other hand, music will help it feel more exciting.

Game Display



Wednesday 20 March 2013

Environment Refurbishment



As mentioned before, we are scaling down our environment; the task has been appointed to Jesse.

The Weapon


The official 'Above Snakes' weapon, modelled by Shulav 


Coding research

Music trigger coding script tutorial


Trigger coding scripts

<script language="JavaScript1.2">

//Translucent scroller- By Dynamic Drive
//For full source code and more DHTML scripts, visit http://www.dynamicdrive.com
//This credit MUST stay intact for use

var scroller_width='150px'
var scroller_height='115px'
var bgcolor='#E0EFD1'
var pause=3000 //SET PAUSE BETWEEN SLIDE (3000=3 seconds)

var scrollercontent=new Array()
//Define scroller contents. Extend or contract array as needed
scrollercontent[0]='Visit our partner site <a href="http:/freewarejava.com">Freewarejava.com </a>for free Java applets!'
scrollercontent[1]='Got JavaScript? <a href="http://www.javascriptkit.com">JavaScript Kit</a> is the most comprehensive JavaScript site online.'
scrollercontent[2]='Link to Dynamic Drive on your site. Please visit our <a href="http://www.dynamicdrive.com/link.htm">links page</a>.'


////NO need to edit beyond here/////////////

var ie4=document.all
var dom=document.getElementById&&navigator.userAgent.indexOf("Opera")==-1

if (ie4||dom)
document.write('<div style="position:relative;width:'+scroller_width+';height:'+scroller_height+';overflow:hidden"><div id="canvas0" style="position:absolute;background-color:'+bgcolor+';width:'+scroller_width+';height:'+scroller_height+';top:'+scroller_height+';filter:alpha(opacity=20);-moz-opacity:0.2;"></div><div id="canvas1" style="position:absolute;background-color:'+bgcolor+';width:'+scroller_width+';height:'+scroller_height+';top:'+scroller_height+';filter:alpha(opacity=20);-moz-opacity:0.2;"></div></div>')
else if (document.layers){
document.write('<ilayer id=tickernsmain visibility=hide width='+scroller_width+' height='+scroller_height+' bgColor='+bgcolor+'><layer id=tickernssub width='+scroller_width+' height='+scroller_height+' left=0 top=0>'+scrollercontent[0]+'</layer></ilayer>')
}

var curpos=scroller_height*(1)
var degree=10
var curcanvas="canvas0"
var curindex=0
var nextindex=1

function moveslide(){
if (curpos>0){
curpos=Math.max(curpos-degree,0)
tempobj.style.top=curpos+"px"
}
else{
clearInterval(dropslide)
if (crossobj.filters)
crossobj.filters.alpha.opacity=100
else if (crossobj.style.MozOpacity)
crossobj.style.MozOpacity=1
nextcanvas=(curcanvas=="canvas0")? "canvas0" : "canvas1"
tempobj=ie4? eval("document.all."+nextcanvas) : document.getElementById(nextcanvas)
tempobj.innerHTML=scrollercontent[curindex]
nextindex=(nextindex<scrollercontent.length-1)? nextindex+1 : 0
setTimeout("rotateslide()",pause)
}
}

function rotateslide(){
if (ie4||dom){
resetit(curcanvas)
crossobj=tempobj=ie4? eval("document.all."+curcanvas) : document.getElementById(curcanvas)
crossobj.style.zIndex++
if (crossobj.filters)
document.all.canvas0.filters.alpha.opacity=document.all.canvas1.filters.alpha.opacity=20
else if (crossobj.style.MozOpacity)
document.getElementById("canvas0").style.MozOpacity=document.getElementById("canvas1").style.MozOpacity=0.2
var temp='setInterval("moveslide()",50)'
dropslide=eval(temp)
curcanvas=(curcanvas=="canvas0")? "canvas1" : "canvas0"
}
else if (document.layers){
crossobj.document.write(scrollercontent[curindex])
crossobj.document.close()
}
curindex=(curindex<scrollercontent.length-1)? curindex+1 : 0
}

function resetit(what){
curpos=parseInt(scroller_height)*(1)
var crossobj=ie4? eval("document.all."+what) : document.getElementById(what)
crossobj.style.top=curpos+"px"
}

function startit(){
crossobj=ie4? eval("document.all."+curcanvas) : dom? document.getElementById(curcanvas) : document.tickernsmain.document.tickernssub
if (ie4||dom){
crossobj.innerHTML=scrollercontent[curindex]
rotateslide()
}
else{
document.tickernsmain.visibility='show'
curindex++
setInterval("rotateslide()",pause)
}
}

if (ie4||dom||document.layers)
window.onload=startit

</script>


Tuesday 19 March 2013

HUD and Menu Research






A near perfect example of we want our HUD to be like





Examples of how we want our menu - simple

Example Game Design Documents

For purpose of research and planning the structure of our Games Design Document, I looked into different styles. Here are three of what I thought were most helpful:


http://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly

http://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD

http://www.scribd.com/doc/2056160/KiloKiloFoxtrot-FINAL

Our Game Plan


During early stages of development we talked about having a free roam level that was quite large, giving the character plenty of room to run about in and manoeuvre whenever being attacked by goblins. 


Originally we planned to have the character in 3rd person mode with two pistols, an extra character to help the player out and two sets of goblins; the little for main attacks and as the level progressed  the bigger goblins would start to appear. However, after discussions and further planning, we decided to narrow down the mechanics to a more basic gameplay.
The game now sets out with the character in first person mode with one arm and pistol constantly visible, no extra character, and only little goblins attacking as we decided to take the larger goblins aswell. 
The object is to kill many little goblins as possible before either the timer runs out or the player dies. 
We also looked into the development of the game environment. As our theme is based on a dark western deserted town, overrun by goblins, the original design didn't come out looking right, so we decided to change that to make it look more beaten and run down. We also made the environment smaller and shut off, giving the player restricted space and making it harder to avoid the goblins.  the goblins will now spawn from behind barrels and blocks so the player cannot see them coming.




Goblin - Animation Cycles


The Goblin - Development








These images represent the Goblins development stages. The Goblin's structure is good and the model itself is interesting but it stood out for being bright, colourful and happy looking. The nest part in its development was changing the texture and making him more scary looking to fit into the game scene. Andrew took on this role and designed the next darker texture and I adjusted it by adding yellow eyes and blood. He now looks much scarier and fits in more with the level.  



Interaction with programmers

I and my team would meet up with the programmers every week on Wednesday afternoons to discuss matters about our game ideas and to just check on how everyone is doing in terms of work.

On our first meeting we basically pitched our game idea to the programmers to see what opinions and thoughts they had about it. We would listen to their ideas too and made changes where it was appropriate.

After we finalised our expectations and aims for the game level, we began planning how we would go about and accomplish these aims. Then we started assigning individual work roles for everyone in order for the work load to be shared equally and efficiently amongst our group.

My role within the group was to make changes to the appearance and design of the goblins. We all agreed that the original design seemed too colourful and cute. We wanted to go for a more dark and creepy looking appearance for the character. My other roles include helping out with properly constructing and combining the game environments into the unity program for our game level.

Characters

Cowboy

The player will be using the Cowboy character who is the main hero of the game. “He” is an old man in his late 60’s but with a bad attitude. “He” is fearless, tough, short tempered and will not stop at nothing to get rid of these monstrous goblins. “He” is a man of action rather than words. Players will be equipped with one hand gun and with this they must try shoot and kill all the goblins. Since this game is a “first person shooter” the play will only see the cowboys hand, his gun and part of his forearm. The cowboy will interact with the goblins by shooting them.

Goblins

These goblins are incredibly quick and agile. Once they see you they will chase and hunt you down like a dog. These goblins move in a rather strange and weird way since they are monsters, they run and jump around with their arms waving about in the air above their heads, which is similar to the way an orang-utan would usually move. The goblins attack by striking with their massive sharp deadly claws. Their claws are lethal enough to chop off your limbs; they can easily tear through human flesh. There will be a dozen of these horrible disgusting goblins in the game level we are creating. They will all chase after the cowboy and try to slash him with their fatal claws. And the player’s goal is to eliminate each and every one of these monsters in order to complete the game level.

Game level idea

For our BETA game project we wanted to stick with our theme of a horror western. So we all agreed to use the same 3D game environment but we plan to make it a smaller scale and an enclosed area, which would be more suitable and idealistic for game play. Our game will be a “first person shoot em’ up” game.

Story

In a small Western town called “Rockville” there lays an intriguing story. This bright town used to be filled with good ole town’s folk but now a dark evil has suddenly emerged from deep beneath. Hideous and grotesque monsters have risen up from the town’s sewers and they are now creating havoc. These goblin creatures have been slowly tearing apart this beautiful town and killing dozens of innocent people with the slash of their deadly claws. Everyone is terribly scared for their lives, their only option is to run and hide praying for a brighter day. The once beautiful and ecstatic Rockville is now a ghost town. There is not even one person to be seen in sight. All that is left are broken down empty houses, shops and buildings. These goblins have now taken over the beloved town. However there lies one man who’s tired of running, he wants to put an end to this chaos and save his beloved town. He goes by the name of “Maverick.” Will Maverick have the heart to pull this off and restore peace?