Week 16
So we completed the game, fully with sounds and a working menu, and handed in on Thursday. We feel as though we worked well as a group and did everything that we collaborated on.
That sums up the blog and the semester. Hopefully we pass this assessment with good marks
Justin Pozzebon - 6103289014 - Game Design
Friday, 22 May 2015
Monday, 18 May 2015
Week 15 - Three Quarters Done - 11/5/15 & 12/5/15
Week 15
The game is coming along well, with many aspects coming together to bring the game to life. More scripts have been written, with the most important ones being that the objectives now randomly spawn into the level, so that the player is no longer playing a set level. The score also works, yet there is no way to carry over your score to the win/lose screen, yet this will be developed in the next week.
Also, a new plane was modeled and textured, one that would suit the scene better than the one currently being used. There are a few more aspects to complete, such as game sound and UI Interface, but the members of "Swole Bros Studio's" are still on course to finish the game well.
The game is coming along well, with many aspects coming together to bring the game to life. More scripts have been written, with the most important ones being that the objectives now randomly spawn into the level, so that the player is no longer playing a set level. The score also works, yet there is no way to carry over your score to the win/lose screen, yet this will be developed in the next week.
Also, a new plane was modeled and textured, one that would suit the scene better than the one currently being used. There are a few more aspects to complete, such as game sound and UI Interface, but the members of "Swole Bros Studio's" are still on course to finish the game well.
Tuesday, 12 May 2015
Week 14 - "Swole Bros Studio's" First Game is underway - 4/5/15 & 5/5/15
Week 14
So we have hit the middle of the project timeline for the last assessment for Game Design and Programming, which is the group game. The members of "Swole Bro's Studio's" have been working productively as a team to produce this flying survival game. Currently we have designed five different obstacle levels, a plane, textures, and a quick level set up to see if it works, which at this point does. Which is good.
We have also written the basic scripts we need to make the game work, such as the player move and destroy, speed settings and button events. The UI has also been done to a simple degree so that it is able to be tested.
In the next weeks we will be able to finish the game off to a completed and acceptable level
So we have hit the middle of the project timeline for the last assessment for Game Design and Programming, which is the group game. The members of "Swole Bro's Studio's" have been working productively as a team to produce this flying survival game. Currently we have designed five different obstacle levels, a plane, textures, and a quick level set up to see if it works, which at this point does. Which is good.
We have also written the basic scripts we need to make the game work, such as the player move and destroy, speed settings and button events. The UI has also been done to a simple degree so that it is able to be tested.
In the next weeks we will be able to finish the game off to a completed and acceptable level
Thursday, 30 April 2015
Week 13 - Early Planning & Game Documentation ... - 27/4/15 & 28/4/15
Week 13
For this
assessment we are required to make another game, this time instead of it being
an individual game we will be making it as a group of three. Each member will
be required to contribute to the game making process evenly, and different
roles will be assigned to each member so that the game, and the criteria that
we will be marked on, will be completed to the standard required to pass.
Restrictions:
- Game must be done in 3D.
- An objective/result is needed.
- AI/Enemy in the game.
- At least one level.
After some
group brainstorming, we decided to come up with a few ideas and expand each of
them, and then decide which idea to pursue.
Group Game Idea
1 – Fishing Game
Our first
idea is to create a fishing game, where the player has to catch a bag limit of
fish to complete the level.
Conceptualising
the Game:
- A camera system needs to be decided upon, and this is a big part of the game, whether some models will need to be created for the game.
- 3D models of Fish, a boat, fishing equipment etc need to be drawn or if time is unavailable downloaded from the asset store.
- The UI and menu’s need to be drawn and fit in with how the game levels look.
- Objective – The objective of the game is to catch a certain amount of fish. This could be expanded to include that the player would need to catch a certain amount of fish and need to get to a certain length limit to pass the level.
- Layout – The game will need a terrain in it, which will mostly consist of a water particle system, and the fish will swim around in this water. The area for fishing can be a number of different places, such as the ocean or a lake. If the ocean, a mountainous terrain may be included in the background of one of the views, and if it is a lake then a grassy terrain will need to be included around all the edges on all the axis.
Group Game
Idea 2 – Flying Survival Game
Our second
idea is to make a flying game, where the player has to fly a plane to an
objective to complete the level. This idea had different paths that we could
expand town, and after deliberation between us members we decided upon a flying
survival game, where the player has to fly through a tunnel and avoid the
pillars/obstacles
Conceptualising
the Game:
- A camera system, either 1st person or 3rd person needs to be decided upon, as like the previous idea, is an integral part of the game development process.
- 3D models of the plane and terrain need to be developed and textured, with the models needing to complement each other.
- The UI and menu systems need to be developed and suit with how the game looks.
- Objective – the objective of the game is to get fly as far as possible without hitting the objectives and blowing up. The score the player obtains will then be stored in a high score system in which different players can look to see who has the highest score.
- Layout – The game will consist of a plane/flying object travelling through a tunnel that has pillars/walls with holes/obstacles that the player will need to avoid in order to achieve a high score. This means that there will only be a small amount of objects in the scene, as different parts of the tunnel can be created and spawned in at random to create an endless flying game.
After
examining both ideas and expanding how each game will be made, we decided that
our group will make the game based on our second idea, the flying survival
game. We believe that we can create this game as a group and achieve the
necessary results to pass the assessment.
Thursday, 23 April 2015
Week 12.2 - Medieval Game Handed In - 21/4/15
Week 12
So the submission date for the game was on Tuesday for the coding aspect, and today (Thursday) for the visual side of the game. Mark, our coding teacher, gave us some leeway to handing in, which is also today. So this allowed me to have a few days to finish the game off fully.
Where I left this blog off on Monday i was preparing to deal with the mad pressure of booking tickets to AC/DC. I achieved this successfully, after much hassle and site crashing. After that i had completed most of the coding and Tuesday had finished off the last remaining factors that were the camera and AI/NavMesh aspects, I handed in the coding part fully completed, yet all i needed to finish off was the AI character.
And after today I have completed the AI character, also giving him an audio source that makes him scream when he is spawned in, which is when one of the torches hits the hut. Mad. This fully completes the game and now i can hand it in both for the coding and visual submissions.
There is only one known problem that i know, which is when loading the second game level after the loading screen. If it is running off the desktop or a USB, basically somewhere where it will be slow and laggy, it'll glitch out. Yet if it is run off a drive it will perform fine. I don't know how to fix this. I'm not good enough.
So that now this game is handed in, there will be one more post that will show the visuals of the game. I forgot to capture screenshots while the game was in production, so i'll try my best to replicate this with the finished game, otherwise I will show different aspects.
Now we move on to the final assessment for both the Programming and Game Design classes, which is the group game. This game is to be designed and made as a group of 3. The other members in my group that we picked are known as the "Brothers of Swole", James and Stevo. We should get along quite well in the production of the final game, and we should have a good game created by the due date in week 16.
Watch this space.
So the submission date for the game was on Tuesday for the coding aspect, and today (Thursday) for the visual side of the game. Mark, our coding teacher, gave us some leeway to handing in, which is also today. So this allowed me to have a few days to finish the game off fully.
Where I left this blog off on Monday i was preparing to deal with the mad pressure of booking tickets to AC/DC. I achieved this successfully, after much hassle and site crashing. After that i had completed most of the coding and Tuesday had finished off the last remaining factors that were the camera and AI/NavMesh aspects, I handed in the coding part fully completed, yet all i needed to finish off was the AI character.
And after today I have completed the AI character, also giving him an audio source that makes him scream when he is spawned in, which is when one of the torches hits the hut. Mad. This fully completes the game and now i can hand it in both for the coding and visual submissions.
There is only one known problem that i know, which is when loading the second game level after the loading screen. If it is running off the desktop or a USB, basically somewhere where it will be slow and laggy, it'll glitch out. Yet if it is run off a drive it will perform fine. I don't know how to fix this. I'm not good enough.
So that now this game is handed in, there will be one more post that will show the visuals of the game. I forgot to capture screenshots while the game was in production, so i'll try my best to replicate this with the finished game, otherwise I will show different aspects.
Now we move on to the final assessment for both the Programming and Game Design classes, which is the group game. This game is to be designed and made as a group of 3. The other members in my group that we picked are known as the "Brothers of Swole", James and Stevo. We should get along quite well in the production of the final game, and we should have a good game created by the due date in week 16.
Watch this space.
Monday, 20 April 2015
Week 12 - Medieval Game Nearly Finished - 20/4/15
Week 12
So today is the day before the Medieval game is unoffically due tomorrow, with the official due date this Friday. Most of the game is complete, with only a few small aspects left to do. These aspects, however, are challenging to complete in code, and they're proving slightly harder than what i thought to finish. Usually through trail and error and looking up different tutorials online i can get them done.
But for now, the game has to be put on hold for a couple of hours, as a more important event has arisen. The legends that are AC/DC are touring Australia for the 1st time in more than 5 years, and tickets are released in an hour. So that takes priority.
So today is the day before the Medieval game is unoffically due tomorrow, with the official due date this Friday. Most of the game is complete, with only a few small aspects left to do. These aspects, however, are challenging to complete in code, and they're proving slightly harder than what i thought to finish. Usually through trail and error and looking up different tutorials online i can get them done.
But for now, the game has to be put on hold for a couple of hours, as a more important event has arisen. The legends that are AC/DC are touring Australia for the 1st time in more than 5 years, and tickets are released in an hour. So that takes priority.
Thursday, 16 April 2015
Week 11.2 - Wasting Time.... 14/4/15
Week 11.2
Work is coming along on the game nicely, but there are many trivial activities and stupid, brain-dead actions on my part that I keep wasting time not working towards completing the game. One main thing is the recent release of Grand Theft Auto V on PC. That has taken at least one day in which all i did was play that instead of working on my game. It looks amazing at 1080p, 60fps, and the gameplay is so smooth. And the stupid action in leaving my game on the D drive of one of the computers at TAFE wasted quite a lot of time, in which i had to wait for a break in the class that was occuping the specific computer to go and get my files off it. Absolutely stupid.
But in saying that it allows me to focus on the other aspects on my assignment, such as creating my own designed models for the game instead of downloading them off the Asset Store.
Back off to work after this quick update.
Work is coming along on the game nicely, but there are many trivial activities and stupid, brain-dead actions on my part that I keep wasting time not working towards completing the game. One main thing is the recent release of Grand Theft Auto V on PC. That has taken at least one day in which all i did was play that instead of working on my game. It looks amazing at 1080p, 60fps, and the gameplay is so smooth. And the stupid action in leaving my game on the D drive of one of the computers at TAFE wasted quite a lot of time, in which i had to wait for a break in the class that was occuping the specific computer to go and get my files off it. Absolutely stupid.
But in saying that it allows me to focus on the other aspects on my assignment, such as creating my own designed models for the game instead of downloading them off the Asset Store.
Back off to work after this quick update.
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