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Tuesday, 29 October 2013

MDDN 243: The Mysterious Case of the Blue Fours?

Testing out he game brings about a strange occurrence: Blue fours.  
Every single four in the game.
Just the fours.
No other numbers. 
No other letters.


We have no idea why this happens but it happens soooo..... They are just going stay and be mysterious and confuse people. Mainly us. Seriously. Why.

MDDN 243: Update


This is the latest version of the game as of Oct 23. Basically the same as the version we handed in, though in this version the bosses aren't dying.

Things I have done since the last update:
-Coded the transition for the planet. It now goes from green -> not so green (5 stages)
-Coded the boss, giving it health and movement. Currently trying to get it to change animations as it dies.
-Got the score to go up with time. The longer you survive the higher your score.
-Connor and I managed to FINALLY get the rotation working!
-Set up the death screen (got score etc. to print, arranged where it goes etc.)This is only a temporary death screen.
-Minor tweaks/set up of things (scene switching, getting scores to reset, timing of enemies, etc.)


Next step is to refine enemy movement, get bullets rotating properly....

Thursday, 17 October 2013

MDDN 243: Final Interim is Done!

So we had the final interim today, only two weeks until the final hand in!

We have to core game play sorted, and most of the feedback we got was about getting that reward loop working (by having boosts in your movement speed when you're doing well/having multiple types of bullets that you go through as you survive longer etc).

So, we've made a plan of attack for the next couple of weeks. Here is the list of things we're planning on having sorted/our thought of what we can work on:

Overlay
-smaller
-mini map
-grill for score
-Compass needle moves/points

Sounds
-Indicating when boss spawns

Boss
-doesn't get moved by bullets
 -stages of death(animations done, just need to implement)
Work on death screen
-Fix craters
-"Mission report" death screen w/ your score, how you died(planet or player death, maybe some other stats?)
-death screen for player death vs earth death

Earth transitions
-Make them more obviously brown

Bullets 
-Multiple types of bullets(change depending on your score?)
-rotation of bullets
-limit bullets (at start), possibly to go insane later on

Music loop
-Stop it

Waves
-different scene?
-Popup saying which wave you are up to?
Player
-Animation for boosters(done, just need implementing)
Different music

Tutorial stage

Keep enemies moving when spinning

Arrows indicating off screen enemies

I'm sure there's more stuuf we forgot to put on the list, but for now these are our goals/plans.


MDDN 211: Finally Done!

Woo! Finally finished editing! Though my internet isn't too happy with me at the moment, so I'll have to upload the video later. 

The footage from in the garage area didn't really work out because of the sound problems, so I ended up using a little bit of it as B-roll instead, which seems to work ok.

Tuesday, 15 October 2013

MDDN 211: Permission For Extra Footage.

I have gotten permission from Nathan King (who does most of the filming/editing for the brigade) to use some of the online footage in my video (I think this one will be the most useful). So that will be great :)

I have most of my footage cut down, just over the 3 minute mark at the moment.

Wednesday, 9 October 2013

MDDN 211:Filming is Done!

So I just finished my filming, and it seems to have gone really well! :D

I haven't had a chance to go through all of the footage yet, but the stuff I looked at was looking good. I didn't get as much B-roll as I was hoping to though, because I had to film it at night so outside shots of the training tower and stuff weren't really possible. 


My interviewee did mention that they have some training footage online that I could probably use, so I'll look into that.

I'm also not to sure how well the sound recorder worked in the garage area, as it was quite noisy/echo-y

Wednesday, 2 October 2013

MDDN 243: Interim Feedback.

After the presentation on Thursday we got some feedback on what we have so far for our game, and where we are heading with it. The main thing the tutors talked to us about is getting our movement (and other key components like the planet health) nailed down as soon as we can. So with that in mind we are now focusing on key aspect of the game play, and will work on more art assets after we have this sorted. 

The things we are planning to have done in the next 2-3 weeks are:
-The planet Health and transition animation
-The player movement (which includes gravity)
-The screen rotation
-The waves sorted out (giving different types of enemies different movements, and having waves that increase in difficulty)
-High scores
-Death screen (Will include your final score maybe some other stats like how long you lasted?)
-Audio (shooting sounds, explosions, boosters etc.)

A few other tips we got from other people during/after the presentation include having enemies spawn out of black holes that randomly open up around the map, and having the shooting direction controlled by the mouse.

We like the black hole idea, and are possibly going to look into it further down the track after we have the main game play done.

The mouse-shooting-direction has been suggested to us by quite a few people. We are going to see how well our current shooting system works once we have the movement and rotation sorted out, to see which would be a better fit.