Showing posts with label Meetings. Show all posts
Showing posts with label Meetings. Show all posts

Tuesday, 14 May 2013

End Game

Here I will be describing the problems we had with our final instalment of vertical slice of our game Dionysus below you can see the first person controller facing outside the house pod. The added in the fog to hide the rendering of the trees as you can see where crossovers are this position of one of the parts and as you can see it is not their. This will be shown once the plant in front has been eaten also below you can see in the bottom right-hand corner. There is the mini map that Alistair made, which shows the position of the controller with red arrow.



below is a closer up image of previous few above, and their health by the top left-hand corner has also got smaller as decreases over time due to your hunger.


one of our main problems was that when you first eat one of the plants. The mini map will disappear forever and will not return. We looked into this and could not find a solution, even though the mini map was successful and worked well due to perhaps encoding it just disappears.and also, as you can see from the plants being eaten apart are described earlier, has now appeared.


below is the pause menu that cat made using the coding as shown on the blog . Unfortunately, due to the lock of the mouse and not coding the buttons to do their own functions. It doesn't work that this show that we were on the verge of finishing it and we needed more time to code


below is a video showing the character, leaving the part eating the plant, seeing the object to pick up and picks it up. This is just shows the basics and the core mechanic of our game.


Problems:
  • Getting the code to work for the health and death zones around Alistairs trees
  • to get the mini map to stay on the screen after plants being eaten
  • getting the pause menu to work
  • having an end game screen or reverting back to menu
Overview:

looking at the vertical slice. We believe that the core mechanic has been shown due to hallucinations from eating the plant to finding a part to the fix your ship. This is the core mechanic of Dionysus . We believe, for the first vertical slice. We have made. This is a great combination of all our knowledge and special skills and a unique talents from Alistair JJ, who mainly focused on 3-D and Alice and Cat who focused on coding and Rebecca, focusing on 2-D. The team had its ups and downs, but overall the vertical slice has come out to be a solid game yet you do not have a death screen and an endgame, but as I said above, the core mechanic of the game has been shown using this knowledge that we have learnt the game that we will make in the third year will be greater than this vertical size due to the knowledge lessons we have learned and all help us a lot in the future

Thanks for your help. Tanguay, Steve and Robin


Wednesday, 8 May 2013

Meeting 08/05/2013

We've discussed adding a pause screen since our game relies heavily on time. We could also use the AI code to make enemies which could appear when you eat a certain plant. We could also have objects which cause damage that disappear when a certain plant is eaten meaning the player will have to memorise where these are and avoid the area they are in adding more layers of gameplay.

Tasks:

Alistair: Unity adjustments

Cat + Alice: Adding health code, GUI text, AI GUI text code, copying AI code for enemies
(You guys will need to split this between you)

JJ: Adjusting volume of sound effects in Audition and saving as .wav's

Toop: Make enemies/harmful objects?

Monday, 22 April 2013

Monday 22nd April Discussion




In light of our problems with code to initiate hallucinations effects, it's been agreed that for now we should leave that to a if we can get it done in the end thing.
So instead want we have come up with is :-

Alice - if we can make it so :
-health = 100, and decreases automatically by 1 every second
- a deathspot were health additionally decreases by two every second

Jj -
Working on sound so just a list of sounds we would need (comment if any problems or such)

- door opening/closing
- wind (you could do your whistling effect :P) or a natural atmospheric type sound effect?
- an ambient type tune for background?

Toop-
working on with additional models
- wreckage to jump on kind of thing like to make the game more...dynamic? interesting :D

- atmospheric things bushes and such

Alistair:-
Texturing the A.i.
Modelling a cave to explore -

add like some pathways that go off so its not just a straight cave, something interesting to explore :DDD

Cathleen :-
Modelling Beacon Pick-up items
Adding the picking up code with GUI text to items.
Modelling some interactive natural features (like climbable rocks and possibly vague ruins?)

Monday, 15 April 2013

15th April 2013 Meeting

JJ: Finish AI

Alice: Applying pickup scripts

Alistair: Terrain and lighting

Toop: Sort out existing models, make more plants

Cat: Not sure so have this picture? ^_^


Cathleen here, just adding from what I've heard the deadline for this project is may 9th? so I'm not sure how everyone feels about the things they are doing or when they can finish them but i know that we should be aiming to have this game pretty much working with at least two pickups and respawns two effects (with any luck or else one) and some gui text that pops up with you encounter something important. From what I see alice has the pickup code it just needs applied, I want to work on making an effect occur when you pickup the plant so alice i think i'll be adding to you code for that ?  and also have gui text pop up in different place like when you leave the pod an introduction, when you encounter a plant information, that kind of thing.

I want to apologise that I have been off longer as in not back in time for class, and for not posting thing ill aim to have all my stuff uploaded for thursday so you can see some of it may be a repeat of what alice has posted in fact i think alice your code is better but i'll post what i was working on.
P.S. love the picture very goofy :D

Thursday, 28 March 2013

Priorities

High
 
Health aspect of gameplay:
  • Script including gradual health decrease including sharp decrease/death on impact for water, Alistair's trees and falling off cliff and health restoration on consuming fruit
  • Something on screen to show the players health. GUI Text should be fine for now.
Basic level AI gameplay:
  • GUI Text brought up when character controller is within vicinity of AI model explaining to player which part to find next
 


Medium
 
To reach our target of 5 different hallucination giving plants:
  • Only two (could get away with just one) more fruit plants need to be modelled (though the more we have the better c:)



Low

Aesthetic:
  • AI rigged and animated (texturing and rigging done - needs refinement and to be animated)
  • House pod textures fixed (mostly done)
  • Lighting adjustments (half done?)
  • Additional models in environment (Grass, bushes, trees, wreckage etc)
  • Skybox lines fixed
  • Refinement of some models (e.g. less boxy mangrove tree with better texturing)
  • Splash particle effect for bottom of waterfall
  • Shadows of fish/monsters/things in water - Particle system
  • Bubbles in swamp water
  • Getting the water less reflective to make the water look more murky
  • Fruit model (maybe untextured if we texture it in Unity?)
  • Seal off area?
  • Textured circuit board model
  • More models of parts


Completed

Explorable working environment
Refinement of models needing refinement (lily pads & mangrove tree)
Fish particle system in water
Start screen
Getting basic working prototype completed(Working script allowing the player to get fruit and trigger a hallucination effect - Having problems changing this via camera effects, will try with lighting instead - Place holder fruit added to Unity (basic sphere)
Script for whether parts are visible and picking up parts
Sound - background and effects
Changed waterfall texture to falling water instead of splash image.
Made models: clock, glass cup, toilet roll, girder debris, crates




Thought this might be helpful? Feel free to leave a comment or edit this with anything I've missed out or you feel should be a higher/lower priority :)

Monday, 18 March 2013

18th March Discussion

Alice: Door animations with scripting have been completed.
To do: Health control script/death spot, underwater effects script.

Alistair: House pod completed (may need some tweaks) .
To do: Terrain needs a few more textures and lighting adjustments + plants.

Toop: Made a plant asset (scenery), mostly completed a tree asset and did textures.
To do: Make more assets, non-fruit plants + fruit plants.

JJ: Model of AI is complete, texturing is nearly completed.
To do: AI needs UV unwrapping and to be rigged.

Cat: Made plant asset (respawn point).
To do: Health control script/death spot.


Monday, 11 March 2013

Monday 11th March Group Discussion

Okay here is the down-low

For the end of this week -

Alistair -
Finish off the texturing on the pod, and finish the terrain adding in the 3D assets that everyone else will have done, plants mainly. and using Toop's textures for the terrain.


Alice -
If you can work on getting the health control scriptand death spots working, we want deathspots preferably where ever the methane trees are so a small sphere radius?
Also for the health control we are thinking decrease health by one every 120 seconds I think its should work you just need to literally change the seconds in the script and the decrease health from i think it was 5? to 1 ? if theres any problems though I'll help out and brainstorm


Cat - I'm going to be using the unity book and hopefully ill get fixing the door animation and adding javascript code to it to make it open so its using a onMouseDown function also I will be adding the pick up code on to the plants using what we did last year with tanguy.

Jamie - Work on with the A.I.  as far as i know you just need to texture and rig it , comment to me are you going to use C.A.T?

Toop - from talking with alistair can you comment what textures if any that you need to get done ?
Grass textures amd rock textures ?


Also everyone please get your plants finish if not already and add concept images for them >.< pwease?

Monday, 4 March 2013

Monday 4th March Group Discussion

Okay Guys, I'm a bit worried I know I haven't been in a lot so you are probably confused as to what to have done or possibly when ?

So far what seems to be done and dusted is Alistair's Pod, the layout of the terrain and i think some plants have been modelled?

What needs to be done soon as in as soon as monday if at all possible is the A.I. the plants and the Texturing for the terrain so methan affected grounds and such.

I don't know if everyone has been having any problems with the tasks they're doing but if you do just say and we can all help each other out thats cool, you all know i had problems with the code, but after yesterdays class I actually have an idea of what to do now.

Alice your code has no errors but like one of my attempt at least on the unity scene i have from Dropbox it doesn't have errors but it doesn't seem to do the thing we want :S

So over the weekend please please please add the finishing touches to

Jamie - A.I. get it built and hopefully textured?
- Toop - Textures for the terrain , grass, rock, water? etc
-Plants - can everyone build their plants please and hopefully have them done for the week of the 11th?
- Alice and Cat - Code for door animation and also using what Alistair Lam taught us I think adding Death Spots so we have methane affected areas where you loose health is good.
Alistair - Can you texture the pod, add more marshy effects to the terrain e.g. pot holes? more water affected areas? and possible look into how to get the trees and plants to paint using unity?

If you have any problems like you don't think it'll be possible to have whatever done by Monday post a comment here, on facebook or text me so we can sort out something ASAP

We need these things done so we can move on to code for picking up plants and interactions with the A.I. and such so I'm sorry if I'm adding on to the pressure D:

COMMUNICATE ! xD otherwise no one knows what's up  and sorry if it seems I haven't been keeping an eye on the work >.<

Monday, 25 February 2013

Monday 25th Feb Group Discussion

Here are the basic tasks we're outlining to be done for Monday 4th March:


JJ: Carry on with the concept art for the terrain and A.I. and have this done for Monday the 4th March? and start working on your plant asset and hopefully have it finished for two weeks time?



Cat and Alice: Working on getting code together (with Alice) e.g. player movement, collider meshes, hopefully some door opening interactions? for Monday 4th March?



Toop: Can you work on moodboards for the textures for the terrain also maybe some concept images for alistairs pod on the inside?  making it look like living quarters? and can you work on your plant asset to have finished for two weeks time as well?


 Alistair: Can you work on getting the terrain set up so we can at least move around in it and add some basic code, add your pod asset and start adding the interior like in toops concept images??
maybe have this almost finished for the 4th of March? if possible?

Friday, 22 February 2013

Presentation powerpoint info ( Meetings )


Overview of game: You have crash landed on an alien planet and need to rebuild your ship’s AI in order to send a distress signal to be rescued, while doing this you need to survive on the planet keeping alive by eating the fruit of the alien plants, these replenish your health and hunger but have strange effects on the human brain.


Art Style: In-game company ‘Vesta’ uses an art style like Eric Tan for their promotional advertisements. Game would use a realistic style that gets distorted with the effects of low health and the effects from eating


Platform: Mobile – iOS, Android, 3DS?

Will use Unity Pro, considered UDK but decided against

One minute of gameplay: Player starts out next to the wreckage and is then free to explore the canyon; eventually they will come across the ships AI and will then be given the task to find the missing parts.

Roles in Team: -See blog

Development schedule:

Risks: UV mapping & texturing?
(Idk if this has already been done by anyone?)

Monday, 18 February 2013

Monday 18th Feb Group Discussion

Cathleen Guiney
This is what we need to have done preferably soon (most of it is on it's way anyhow from what I've seen from Alistair and the blog)
-Cathleen Guiney: Alistair Gardiner I need the terrain make it small enough to explore but not too small that we can't do much with it,
also start creating the pod 3d asset making it look like the living quarters of the game?

 
-Cathleen Guiney: Jamie Jamieson I'm going to be finishing off my A.I. concepts but if you want to feel free to come up with some of your own otherwise what would be good is if you could start modelling it so we can add that and me or alice can add code to it. I already put up a blog post with moodboard images of ideas of what I wanted to add, but say if you want to do something less adventurous ?
 
-Jamie Jamieson: ill get photoshoping some of my own stuff and well compare it all.

-Cathleen Guiney: Alice Sullivan, Toop told me you were working on puzzles or thinking up puzzles thats great! make a blog post on whatever you find, if you find ones that require code say what kind the mechanics of them be very technical so we know how to go about them? if we need anymore 3D assets for some? talk away to me on facebook ill also message you my phone number if you dont have it
 
-Cathleen Guiney: Rebecca Toop Can you work away with what you were doing on the blog finding texture we can use for our murky swampy environment, it's great how you looks up water as well we need that !
 
-Cathleen Guiney: and everyone if your plants from steves assignment need some finishing off can we get that done, so we have some plants to work with
 
-Cathleen Guiney: I'm going to start looking up what code we need to get player movement happening and possibly collisions depending on how far i get, any i make through unity I will upload to drop box and i'll probably put any tutorials i find on the blog so when it comes to toop, alistair and jj adding their section of code you guys have somewhere to look

If anyone has any problems or anything just comment, text or facebook on the group blog, I think this is reasonable enough for now, but I can't sort any problems out unless you be direct with me so yeah, hope this is good. - cat


Presentation role divisions ( Meetings )


Overview- alistair

Mechanics - Alistair

Visual effects (2)- toop

AI- Cat

Technology platform - Cat

Art styles - Cat

HUD- Toop

Environment - Alistair

roles, scheduling, risks - Alice

Friday, 15 February 2013

Roles in our Group (Meetings)

Jamie - 3D modeler, textures and Unity.

Rebecca - 3D modeler and 2D concept art.

Cat - Scripting and 2D concept art.

Alice - Scripting and textures.

Alistair - 3D modeler and Unity.

Monday, 11 February 2013

To do ( Meetings )

  • Create 3D objects for After effects trailer (Ship + planets)
  • Get concept and development art for environment, ship, character, plants, objects etc. so it can be used in the presentation
  • Complete PowerPoint Presentation
  • Toop - Make poster for ship in style of Eric Tan (vector), ship interior design (futuristic)



(Feel free to add anything I missed - probably a fair amount)

Friday, 8 February 2013

Discussion Notes (Meetings)

So ideally after the presentation it would be good to hit the ground running.
We will find out what ideas Steve and Robin like and then work from there.
I'm thinking me and alice can work on  iterations for everything in the background just using basic shapes to start while 3D modelling is done. so we will test that code works for the simple things, running walking decreasing speed after so many minutes, picking up items etc.

Thursday, 7 February 2013

07 FEB 2013 Jobs to be done for presentation?

Alice and Toop, just keep working away on moodboards for plants, planet, terrain that kind of stuff.
Alistair, any renders you have as an example of the cannyon? also if you want to make any updates to the birds eye view map?
Jamie, maybe mess around wit things on UDK and any screen caps or videos you can make of prgress so we can decide if UDK will be a realistic option? also i think you were saying you'd redo the planet concept?
I'll be working on storyboards for the concept and some rough concepts of character, other plants, or whatever?

And if anyone else feels like it do some concepts if you have ideas :D theres no real date for these to be done just keep updating on the blog and so long as this is up for the presentation which is supposedly on the 18th? thats all good :D

FEB 07 2013 Group Discussion

Topic points:

-Name for Game?
 Dionysus - God of Wine, grapes and madness.
 Lyssa - Goddess of Madness, Wrath, anger?
 Odin - apparently God of madness?

-Terrain
  Swamp
  Meadow?

Mechanics?
Health bar
hunger bar / timer
eating
(with time or if we think we can)
inventory
withdrawal syntoms
map

other things?

storyboard for a potential opening scene (Cathleen is making this)
moodboards ( Alice and Toop?)
Hallucinations - cutscene with button sequences? or try and do real time?


facebook page :-

http://www.facebook.com/groups/101146530068455/#!/groups/101146530068455/

Also Roles have been mainly decided
Alice - Scripting/Conceptual
Alistair - 3D Modelling/Texturing
Cathleen - Scripting/Unity
Jamie - Unity/UDK
Toop - 2D Design / 3D Modelling
just comment or facebook if you disagree

Monday, 4 February 2013

Team Discussion One

Hey everyone, I know we said we would have a discussion on facebook but after talking to Alistair abit in class it actually makes sense to have the discussion maybe on the blog as comments under this post.

So I'm looking at the brief and just taking down all the points most of them aren't relevant right now. I'll just put up whatever is important to discuss now and we can make more posts in the future for other tasks.

Discussion Points : - (some of these may be old news but just to clarify maybe for everyone? )

-Concept/ Ideas
 -Alien World
-Hallucinagenic Plants
-Schizophrenia         


-Maybe decide on this post what idea we all feel like doing?

-roles and responsibilities
 - I think Toop is making a draft of roles i.e. whos mainly coding/3D/2D?
so maybe put down comments here on what you'd prefer to be mostly doing
(obviously everyone will be doing a bit of everything anyway because it's in the brief)            



-Presentation? (like who'll do what and stuff like that maybe?)
- Who wants to actually present the concept?
-Who will do research for it?
-Design Concepts
-Condensed version of the story?
-ETC                                      

I'm thinking that these are enough points to discuss for now since we need to agree on an idea and how to present it before we start becoming dedicated to concept designs and going into great detail on organisation and story?

So comment away guys :D

Roles (in progress)

JJ: Game Engine UDK (Unreal Development Kit)
Toop: Whatever
Alistar: 3D modelling
Alice: Whatever / Scripting?
Cat: Coding & Whatever

Friday, 25 January 2013

Panda-Pop and The Game Idea


We have decided to go with the concept of making an alien survival game where the character has crash landed on the planet, he has survived the crash of the colony ship he was on. The basic idea we have is that ships are being sent from Earth on a one way trip  with the idea of setting up a colony on a planet. The ship and parts of it to make the colony and never leaving again. This is done to spread human civilization out among the stars. Unfortunately, human technology hasn't progressed far enough to achieve the long-range communication over light years, as a result contact with Earth is near impossible so this poor colonist is now trapped on an alien planet's hostile environment and never before seen plant and animal life. Luckily he finds the wreckage of the onboard AI which is somehow still working. The AI is able to communicate with Earth, but is badly damaged and the surviving colonist must find wreckage and old parts from the civilisation and from his ship to fix the AI to hopefully call for rescue from Earth.