August 31, 2007
Some of the features from Jane's level haven't been ported over yet, but it's definitely in a good state right now, very playable, which is right where we want to be. There's still a lot to be done, but definitely got a lot accomplished tonight.
So should I sleep? I suppose I should try...
August 30, 2007
August 29, 2007
P.S. Anyone know where you can get custom T-shirts made on the cheap? Lemme know!
August 28, 2007
August 27, 2007
Today, in class, it was revealed that we weren't building a level off of our own overview, we were being asked to design a level abstract based on another student's overview. Needless to say, this revelation upset me as I had poured remarkable amounts of mental effort into the assignment on the notion it would pay off in writing the abstract. Oh well, I guess what's done is done, and I have to kind of laugh about the whole thing. At least I don't have to go design the 90+ minute level I had envisioned (sorry, whoever drew my overview)...
Anyway, there's work to be done. Take it easy, all!
August 26, 2007
August 25, 2007
Since I ended up playing games for a least a little of Friday, I don't consider it a complete violation of my "don't work on Friday nights" policy, though I admittedly ended up working a lot later than I had intended. The game seems to be on the right track though it is admittedly much different from what we had set out to design. Much of the core gameplay is still there, but the code base just isn't flexible enough to do a lot of what we wanted. Anyway, it's another "lazy" Saturday with a to do list about as long as my arm, so I best get to it. Talk to y'all later!
August 23, 2007
Anyway, I'm going to eat lunch and get back to studying. Later!
August 22, 2007
...and maybe more Bioshock? Let's hope!
August 21, 2007
August 20, 2007
August 19, 2007
The silver lining in this is, or should be, that programmatically a top-down shooter style game should be easier to implement as it doesn't need to deal with Physics states or anything like that. The problem of course is that I will need to implement all new functionality or shoehorn the existing code as much as I can. Well, I'll spend a little more time seeing what I can accomplish, then call it a night. Oi...
August 18, 2007
The real sad thing is my group had a scheduling meeting today to plan out the schedule for the rest of the project and looking at the time we have a lotted we were forced to seriously cut down the scope of the project. We are keeping the core gameplay mostly intact, but it's a little sad (though not terribly surprising) that we had to cut out some of the stuff we were all excited about. I guess that's the whole point though. Alright, I think I'm gonna play with the Bioshock demo some more and then head to bed. Night all!
August 17, 2007
My brother has been clamoring to see these "tiles" that I have been complaining both on and off line for the past couple days. So with further ado, here they are, my 2D chapel tileset...
Swamp (animated sprite sheet)
Floating Candle (animated sprite sheet)
Wood Braces (Foreground)
Wood Braces (Background)
August 16, 2007
I had to stay up all night to get it done (the first time in my academic career actually), but I was overall pleased with the results. Though my productivity and sanity took a little bit of a nose dive around 5:30 A.M. Remarkably not tired except for a few more drawn out points in lecture, I still haven't slept, though my bed is calling to me at this very moment.
We had our level design midterm yesterday as well, I think it went well, not perfect but plenty good enough. My team also got an A+ on our concept doc and presentation, hooray! Anyway, I have to get to bed so I can get up a little early to churn out a Asset list for tomorrow's Team Game Production class. It's looking like this weekend might actually have some free time, which will be exciting. If only Bioshock was already out...
August 14, 2007
Anyone who reads the Den or talks to me about games can tell you that I have been pulling for Bioshock for quite a while now. A spiritual successor to System Shock 2 made by many of that games original developers? Count me in. The demo even surpassed my expectations. Everything I had seen up this point had been cool and showed that the gameplay was going to be interesting and offer the player a lot of interesting choices in their adventure, but the presentation had been...well, lacking. The demo completely changed my perception, the visuals were amazing, the environment was immersive, the audio was solid and genuinely creepy in places, the gameplay was fun and non-linear, at least in approach. This was definitely a game I was excited for, but it has become a game I am willing to lose sleep over in order to play (ended up staying up until about 1:00 A.M. with the demo) which is good since that is very well what I might have to do.
As for school there's a lot that I need to do between now and Thursday and I'm not entirely sure it's possible. For example, here's the rough list of tiles I came up with that I will need to create before Thursday:
- Night Sky w/ Stars
- BG w/ Windows
- Stone Stairs
- Baptismal font
- Top (animated)
- Wood Cross-slat BG
- Roof (FG)
- Dead Tree
- Water (animated)
August 13, 2007
The presentation went well I think and the first version of our Game Design Doc is solid, but there's still plenty to do. Many of my classes have big projects or midterms this week and that's only the tip of the iceberg. Who knew that going to game school would actually give me less free time. Also, being sick isn't helping any. I still really enjoy it and I feel like I am learning things a hyper speed, but I think it is starting to tax me a little more than is healthy. Anyway, I'm off to do a little work before class. As always, if you are interested in seeing any of the docs just let me know, thanks!
August 12, 2007
August 11, 2007
I suppose it wouldn't be so bad if it was the only think going on. Oh well, I'm sure it will all manage to get done, it's just a question of how serious an impact it has on my health. Things are definitely continuing to ramp up though. Spending at least one night a week up until the wee hours of the morning working on something has become almost expected and I can only imagine that will continue to grow.
August 10, 2007
VIRUS is a 2D, top-down action game with RPG and puzzle elements in which the player controls a genetically-engineered super virus (referred to only as ‘the Virus’) as it travels through a host. The Virus has been designed with only one objective: to proliferate by taking over the host’s brain and using the host to infect others before the body gives out.
The gameplay of VIRUS is an exciting mix of traditional top down shooters and action role-playing games wherein the player will combat enemies using both melee and ranged attacks, grow in strength and develop new abilities, configure the Virus’s “equipment” to accommodate different play styles, and solve innovative puzzles to advance in his or her quest through the body.
The story of VIRUS is about the Virus and its creators. The Virus is a genetically-engineered super virus, capable of mutating within a host and controlling the host’s mind by infecting the brain. It is a project of H.E.L.M., a government-sponsored biochemical weapons development agency. The story begins when, during an autopsy, the lead H.E.L.M. scientist accidentally drops a bloody scalpel on his foot and releases the Virus into his system. The Virus immediately sets off to accomplish its designated task; meanwhile, an elite team of H.E.L.M. agents have quarantined the lead scientist and are doing everything in their power to stop the spread of the Virus before it is too late. Now, the Virus must contend with the team’s healing efforts in addition to fighting off the scientist’s immune system, traversing the body’s enigmatic terrain, and competing with other pathogens. Both sides are fighting for their survival and the survival of their entire species.
The look and feel of VIRUS is a cartoon abstraction of the human body, which will accentuate the very alien and organic feeling of the environment. The art style is focused on maintaining the esoteric look of the internal environment while simplifying complex biological systems to make the game accessible to the average player. Also, art and design choices will incorporate scaled versions of familiar objects (e.g., syringes, medicine capsules, bones, and internal organs) to achieve a believable sense of scale. The style will make the player feel like a very small part of a very large, hostile environment that appears biological but not distastefully gross.
August 9, 2007
As anyone who knows me (or can see where this post is going) could tell you, I choose the latter option. While developing the concept for my 2D game I recently got in a discussion with the professor that basically communicated it would be difficult to implement. He loved the concept but felt that a lot of new code would need to be developed in order to work. Well, I like a challenge and also I've been known to let my creative ambition overwhelm my technical limitations before, so whatever.
Anyway, there's still a lot of concept stuff still to flesh out before this even becomes an issue, but I think reading the C# book just went from optional to required. So here I go...
August 8, 2007
Anyway, we finally managed to nail down the concept for our 2D game during our meeting today, so everyone is working feverishly to get our concept document done for this Friday and then move straight into creating the 40+ page design doc which is due Monday. Hooray! At least it's stuff I'm excited about...if it doesn't kill me. We got to create a simple level in Torque today with a player character which was cool. It's all very exciting stuff, just a lot of it. Anyway, I am off to eat dinner, craft pebbles, and write a concept doc. Later!
P.S. I found out you can make recurring tasks in Outlook (who knew), which may in fact convince me to post to this every day. We'll see how it goes...
August 7, 2007
We got assigned our groups for team game project and my level design counterpart is the venerable Jane (previously, if not obscurely, mentioned). She's smart, very organized, and way more artistic than I am, which is good wince she is the art level designer (LD). The way it works is LD splits into two specialties art and programming (i.e., scripting), so for this term, each team is composed of two artists, an art LD, and a programming LD. Not surprisingly, I chose programming. Anyway, we have a concept document due this Friday (and unfortunately the much larger game design doc the following Monday) so we are still working out the details of the final concept, but I will try to make you all aware as things develop.
I had the funny idea on Sunday night that I could try to write at least once a day on this thing, even if it was just a few short sentences. It seems simple enough, and yet I have no idea how I went seven days without posting anything at all. Maybe if I can work it somewhere in my daily routine (around a meal, or my morning/evening routines). I'll see what I can do. Just keep harassing me with comments and emails and I'll try to get my butt in gear. Anyway, I've got a game concept to go develop. I'll catch you later!