Thursday, May 19, 2011
Zach - Squash update
Zach Just reminding you I dropped the new Squash Tuesday, He works. I never figured out what went wrong with him but his new rigging all works fine in Unity. Let me know if you have any issues.
Saturday, April 30, 2011
Some of the Prefabs are on the dropbox. I am still waiting on the other character model. I also found out that I was wrong about exporting in to max for the level blockout but I found out that the scales is 1 to 1 so build it in Unity for scale, then build it in max at the same scale. It was be tiny if you just drop it into Unity scene, you need to change the Scale Factor in the FBXImporter in the Inspection Window of Unity after you first import it.
Tuesday, April 26, 2011
New Game Plan
So to spread work flow and create a more efficient process we will split up into two teams of two. (applies to art and level design)
Each team will consist of 1 level designer, and 1 artist. Each team will be responsible for one level.
Team A will work on a level that is strictly for squash, a continuation of the current level that we already have.
Team B will work on a level Utilizing the two characters abilities. Which would be a lengthier level all together.
TeamA - Rob, and Hannah
Team B- Alex, and Rich
Zach, continue to work on what you have going we still need to get these bugs fixed up and things working properly. I have no doubt that you can handle this, so keep up the good work.
Each team will consist of 1 level designer, and 1 artist. Each team will be responsible for one level.
Team A will work on a level that is strictly for squash, a continuation of the current level that we already have.
Team B will work on a level Utilizing the two characters abilities. Which would be a lengthier level all together.
TeamA - Rob, and Hannah
Team B- Alex, and Rich
Zach, continue to work on what you have going we still need to get these bugs fixed up and things working properly. I have no doubt that you can handle this, so keep up the good work.
Tuesday, April 19, 2011
bugs found
at the first pendulum trap, you can give yourself an infinite dash when holding onto the action button. you can also activate the dash regardless if other character is holding or not. also if you get hit at the second set of pendulums and come back to that area the pendulums are turned off regardless if you got the switch or not. take a look into it, see what we can do.
Sunday, April 17, 2011
Level 1 Blockout
The Game_Pro_III.zip on Dropbox is the update Level 1 complete with the bridge gap and 2 pendulum traps.
You will need to update Unity to 3.3 to actually play it. I don't suggest this to those doing other projects in Unity right now because it COULD mess with other projects. You might be able to open it in an older version to simply add in assets but you will have script errors.I do suggest that Alex or Rob do so at school and add in you assets. I will be late to class on Tuesday because I am dropping my dog at the Vet at 8 am. I should be there by 9:30.
You will need to update Unity to 3.3 to actually play it. I don't suggest this to those doing other projects in Unity right now because it COULD mess with other projects. You might be able to open it in an older version to simply add in assets but you will have script errors.I do suggest that Alex or Rob do so at school and add in you assets. I will be late to class on Tuesday because I am dropping my dog at the Vet at 8 am. I should be there by 9:30.
Thursday, April 14, 2011
This is the definitive abilities! FINAL!
Squash (once known as Lenny): Strong, stupid, small, slow.
Stretch (once known as George): Tall, skinny, smart, fast.
I hope all is clear now.
Stretch (once known as George): Tall, skinny, smart, fast.
I hope all is clear now.
Tuesday, April 12, 2011
Revised Trap List
4 Kids and an Old Goat
Traps List
• Pendulums
(The Pendulums will be swinging back and forth; Squash would have to run/crawl under them to reach a switch/leveler for stretch to get across. The hit box for the collision detection will be located on the pendulum blade. The pendulums will continue to swing back and forth; having squash wait behind until stretch navigates through the blades to get to the switch, when the player hits the switch the blades will stop swinging at the top of their swing so Squash can return to Stretch’s side.)
• Push/lift blocks
(Simple push block puzzle, moving around blocks to get around, or set up a path for Stretch. Such as lifting a block and tossing it in the moat for stretch to get across. Player will switch to squash, and when they come into contact with the object he will lift it and then the player has the option to toss it in the direction they are facing.(Separation puzzle))
• Locked Doors
(Player must be using Stretch, and when they walk up to the door and press the action button a puff of smoke hides the character and then the door is opened (deleted from the scene))
• Pit Falls
Traps List
• Pendulums
(The Pendulums will be swinging back and forth; Squash would have to run/crawl under them to reach a switch/leveler for stretch to get across. The hit box for the collision detection will be located on the pendulum blade. The pendulums will continue to swing back and forth; having squash wait behind until stretch navigates through the blades to get to the switch, when the player hits the switch the blades will stop swinging at the top of their swing so Squash can return to Stretch’s side.)
• Push/lift blocks
(Simple push block puzzle, moving around blocks to get around, or set up a path for Stretch. Such as lifting a block and tossing it in the moat for stretch to get across. Player will switch to squash, and when they come into contact with the object he will lift it and then the player has the option to toss it in the direction they are facing.(Separation puzzle))
• Locked Doors
(Player must be using Stretch, and when they walk up to the door and press the action button a puff of smoke hides the character and then the door is opened (deleted from the scene))
• Pit Falls
(these vary from fire, arrows, spikes, etc. if the player falls in they die, simple enough.)
• Dropping Doors
(Activates when the player crosses a trigger, and is force selected to the character the puzzles are geared toward (i.e. lock picking area, force “switched” to Stretch) Another trigger in the area will open the door and allowing the opposite character to return to your side.)
• Character Toss/hook climb
(When player crosses into a particular area they can throw stretch across chasms and higher heights. When stretch is tossed upward, there will occasionally be hook spots in the air. If so then stretch hooks a rope around it so squash can get up the wall.)
• Dropping Doors
(Activates when the player crosses a trigger, and is force selected to the character the puzzles are geared toward (i.e. lock picking area, force “switched” to Stretch) Another trigger in the area will open the door and allowing the opposite character to return to your side.)
• Character Toss/hook climb
(When player crosses into a particular area they can throw stretch across chasms and higher heights. When stretch is tossed upward, there will occasionally be hook spots in the air. If so then stretch hooks a rope around it so squash can get up the wall.)
Monday, April 11, 2011
Trap List
4 Kids and an Old Goat
Traps List
• Pendulums
(The Pendulums will be swinging back and forth; Lenny would have to run/crawl under them to reach a switch/leveler for George to get across.)
• Push blocks
(Simple push block puzzle, moving around blocks to get around, or set up a path for George (Separation puzzle))
• Locked Doors
(Locked doors would be simple; George would have maybe a mini game or has to do something for the door to unlock)
• Fire Traps
(Fire Traps would consist of both players; Lenny will be needed to toss George over the fire pit to pull a level that drops water on the fire, or tosses water on the fire himself. (Or opens a second trap, which would be a trap door underneath Lenny’s feet, which starting a Separation Puzzle.))
• Arrow Traps
(This trap could be one of three ways, (we could use both). The first way we could use Lenny, which he smashes something or grabs a block and pushes it towards the trap. The second way could be with George, where the arrows shoot out of the walls toward the player, and George needs to sprint across. And finally the third wall, we could do a Separation Puzzle, where one of the two gets separated doing their own puzzles, once finished, pulling a lever/switch.)
• Dropping Doors
(Dropping Doors are George’s puzzles, George must spring before the door closes, if the door/s close, then Lenny would be needed. If the player fails to reach the other side of the door in time, make an alternate route for Lenny that won’t be available unless a trigger is hit, (If door closes, is the player (George) still here, if so, show new route))
• Character Toss
(This is for Lenny only; Lenny would toss George over other traps, over large obstacles, etc.)
• Separation Puzzles
(These puzzles would be a list of puzzles that the player goes through without the other player (George or Lenny). These puzzles have been noted above in other puzzles or traps.)
Traps List
• Pendulums
(The Pendulums will be swinging back and forth; Lenny would have to run/crawl under them to reach a switch/leveler for George to get across.)
• Push blocks
(Simple push block puzzle, moving around blocks to get around, or set up a path for George (Separation puzzle))
• Locked Doors
(Locked doors would be simple; George would have maybe a mini game or has to do something for the door to unlock)
• Fire Traps
(Fire Traps would consist of both players; Lenny will be needed to toss George over the fire pit to pull a level that drops water on the fire, or tosses water on the fire himself. (Or opens a second trap, which would be a trap door underneath Lenny’s feet, which starting a Separation Puzzle.))
• Arrow Traps
(This trap could be one of three ways, (we could use both). The first way we could use Lenny, which he smashes something or grabs a block and pushes it towards the trap. The second way could be with George, where the arrows shoot out of the walls toward the player, and George needs to sprint across. And finally the third wall, we could do a Separation Puzzle, where one of the two gets separated doing their own puzzles, once finished, pulling a lever/switch.)
• Dropping Doors
(Dropping Doors are George’s puzzles, George must spring before the door closes, if the door/s close, then Lenny would be needed. If the player fails to reach the other side of the door in time, make an alternate route for Lenny that won’t be available unless a trigger is hit, (If door closes, is the player (George) still here, if so, show new route))
• Character Toss
(This is for Lenny only; Lenny would toss George over other traps, over large obstacles, etc.)
• Separation Puzzles
(These puzzles would be a list of puzzles that the player goes through without the other player (George or Lenny). These puzzles have been noted above in other puzzles or traps.)
Saturday, April 9, 2011
A quick weekend update
Okay, just so we're all aware I have Rob typing out a design doc for the traps it should point out what they do and how the characters can react to each one. This will be helping Zach to program the traps properly and get a better understanding of whats going through our heads. It'll be posted here for us all to look over and discuss. Also by this time Zach should have completed the rest of the character abilities (milestone 2 time). Myself and Rob will be completing the next two levels to prepare them to be textured, these will be completed by end of class Tuesday. For Rich continue to work on the assets that you haven't completed, no need to start any new ones just yet. An then get them textured. Hannah start the characters, remember they can be really really simple, no need to get them animated yet too little time to do so. Once that is completed help Rich with whatever he has left to do.
Thats all for this week, things seem to be progressing rather well and rather quickly! Keep up the good work guys!
Thats all for this week, things seem to be progressing rather well and rather quickly! Keep up the good work guys!
Wednesday, April 6, 2011
Mechanics Milestion
Milestone 2 for the mechanics is completed. The switcher, hold and follow, and the first trap (the bridge) are all done. The zip file of the folder has been updated. If anyone wants to test the controls. The "f" or "q" keys will switch the characters, the space bar jumps and the "e" or middle mouse keys with preform actions, like the bridge gap when the player is close to the edge and switch box. There is some small tweaking but it runs pretty smoothly.
Tuesday, April 5, 2011
Level map
This is the final idea for the level map for the first level. This is what we will be working on any questions dont hesitate to ask.
This next image is the two levels we will be making with the key, use this in conjunction with the above image to get a better understanding on what we're doing.
Final Concept Doc
Four Kids and an Old Goat
High Concept Design Doc
The Team
Richard Bora Jr. – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level. Rich will be responsible for the main character concepts as well.
Robert Burgett – Level Design/Mechanic Design, the go between for level and mechanics. Rob will be going back and forth between the level design and mechanic design to help upkeep communication and make sure both sides are on the same page so that level design doesn’t go over the top from what is possible of the Mechanic design. His input and work for level design will be an asset as well.
Hannah Chynoweth – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level.
Zach Grzadzinski – Mechanic Design, responsible for getting the game’s mechanic working and then continuing to make development on it to better the game play experience. If time allots, a quick main menu to start the game. Works with level design to keep them informed as to what is currently possible for the game.
Alex Russ – Level Design/Project Lead, responsible for keeping the documents such as notes, and design docs organized and ready for use at any time, also responsible for completing any necessary documents for the project. As for Level Design, responsible for planning out how each level is played, puzzle placement and use, etc. working closely with Rob on the layout of the level ideas.
Lenny and George 2.5D Puzzle Platformer
The idea behind this game is the Lenny and George dynamic duo style of characters, Lenny being the dumb tough guy, and George being the smart guy. The game will be played in a 2.5D perspective, and will be a puzzle platformer utilizing the unique abilities of both characters. Some puzzles will separate the two, and others will force the two to work with each others strengths. The game will be set in a high fantasy medieval era. Lenny is thrown into a dungeon, and lo and behold George hatches a plan to bust him out. The two make their escape attempt from the supposedly inescapable Castle Ajinkya. From the dungeon to the botanical garden, to the seemingly never ending corridors, will the main characters be able to make it out alive?
Assets
· Outdoors
o Trees
o Logs
o Rocks
o Tall grass
o Brush
o Vines
o Tree Roots
o Caves/Cave entrances
o Critters/creatures
o NPC people
o Ruins
o Buildings
o Stables
· Indoor
o Crates
o Torches
o Barrels (vases, pots, etc.)
o Statues
o Drapery
o Tables
o Chairs
o Thrones
o Corpses/Bones
o Rats
o Straw
o Chains
Puzzles
· Pendulum
· Push Block
· Locked Doors
· Fire Traps
· Arrow Traps
· Dropping Door
· Character Tosses
· Separation Puzzles
o Lenny Puzzles(small strong dumb guy)
§ Smash walls, lift/push block puzzles, tossing puzzles
o George Puzzles(tall skinny smart guy)
§ Pick locks, switch puzzles, sprint sections
Milestone 2
Milestone 2’s goal is to get the game mechanics working in a simple level with a simple puzzle. By this point the mechanic of switching the characters should be ready to show, and the differences between the two, besides their physical appearance. At this point there should be at least three solvable puzzles, and assets to compliment the quick demo level. Textures won’t be necessary for this point in the project. However, base textures to place hold what they will be in the future would be a nice additive to the build.
Art Crew – By this point we should have at least one basic level completed and it should have assets to compliment the puzzles and level. Textures won’t be necessary, but base textures as placeholders would be a good additive to the demo build.
Rich – you will be handling the indoor assets; (indoor traps are included such as pendulums and fire pits.)
Hannah – you are responsible for handling characters (and their animations), also the outdoor assets and the outdoor traps.
Mechanic Design – The mechanic of switching the characters should be completed and working properly. This is most likely the most difficult thing to program into the game. Also a character jump at a set height should be included. Have the command that the big character tosses the small character to activate a switch to make a bridge to cross the gap (just a simple button press that gets the small character to the other side of the gap, nothing fancy just so long as it works. Once completed if time allots attempt to get the wait and follow commands working as well.
Level Design – Create a base level that has the tossing puzzle included. Simple flat level, one jump over an object section to show how high both characters can jump if jumping together. Also start concept for the official levels for the Alpha build. Concepts for the intro level, which will showcase the base abilities for the characters. Then continue to concept for second and third level. Three separate concepts of each stage and how the level will be navigated etc. Review concepts pick one for the intro level, and two for the next two stages. Give completed concepts to Art Crew so they can begin completing assets and backdrops for the level.
Milestone 3
Milestone 3 will be when we have everything working, fully textured and have two to three official levels. By this point we should have all the discussed types of puzzles working and functional, and presented at least once in each level. By this point we should be able to call this the beta build of our project.
Art Crew – by this point all textures should be completed and put into use, characters should be completed and animated.
Mechanic Design – Each of the three per character abilities should be working properly. Individual character abilities should be working as well. All the discussed traps should be completed if put into use in the level.
Level Design – Three base levels will be set up, the first level showcasing the basic abilities of the two characters. The next two levels gradually gaining difficulty, and at least showing some sort of story progression. Puzzles are solvable and set up in a logical order, not overly demanding for the player.
Wednesday, March 30, 2011
The design doc
Four Kids and an Old Goat
High Concept Design Doc
The Team
Richard Bora Jr. – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level. Rich will be responsible for the main character concepts as well.
Robert Burgett – Level Design/Mechanic Design, the go between for level and mechanics. Rob will be going back and forth between the level design and mechanic design to help upkeep communication and make sure both sides are on the same page so that level design doesn’t go over the top from what is possible of the Mechanic design. His input and work for level design will be an asset as well.
Hannah Chynoweth – Art/Modeling Crew, tackling the asset modeling, texturing and general environment set up for each level. Also will be communicating with level design to keep updated as to what assets are needed for each level and what the level should look like given the set of puzzles in each level.
Zach Grzadzinski – Mechanic Design, responsible for getting the game’s mechanic working and then continuing to make development on it to better the game play experience. If time allots, a quick main menu to start the game. Works with level design to keep them informed as to what is currently possible for the game.
Alex Russ – Level Design/Project Lead, responsible for keeping the documents such as notes, and design docs organized and ready for use at any time, also responsible for completing any necessary documents for the project. As for Level Design, responsible for planning out how each level is played, puzzle placement and use, etc. working closely with Rob on the layout of the level ideas.
Lenny and George 2.5D Puzzle Platformer
The idea behind this game is the Lenny and George dynamic duo style of characters, Lenny being the dumb tough guy, and George being the smart guy. The game will be played in a 2.5D perspective, and will be a puzzle platformer utilizing the unique abilities of both characters. Some puzzles will separate the two, and others will force the two to work with each others strengths. The game will be set in a high fantasy medieval era. Lenny is thrown into a dungeon, and lo and behold George hatches a plan to bust him out. The two make their escape attempt from the supposedly inescapable Castle Ajinkya. From the dungeon to the botanical garden, to the seemingly never ending corridors, will the main characters be able to make it out alive?
Milestone 2
Milestone 2’s goal is to get the game mechanics working in a simple level with a simple puzzle. By this point the mechanic of switching the characters should be ready to show, and the differences between the two, besides their physical appearance. At this point there should be at least three solvable puzzles, and assets to compliment the quick demo level. Textures won’t be necessary for this point in the project. However, base textures to place hold what they will be in the future would be a nice additive to the build.
Milestone 3
Milestone 3 will be when we have everything working, fully textured and have two to three official levels. By this point we should have all the discussed types of puzzles working and functional, and presented at least once in each level. By this point we should be able to call this the beta build of our project.
Monday, March 28, 2011
Milestone 2 Plans
Okay so as I'm sure we all know we have a lot to do in a very little amount of time. Lets keep in mind that our first milestone is due Thursday, which I have no doubt will be completed before then. So with that in mind lets look toward our next milestone. By or before the first milestone we should already have begun the mechanics work on our game. Zach and Rob this is to you guys, for this milestone I'd like to see at least the ability to switch between the two characters mid game. If you guys can figure out a way to get this done then the rest of the project will be a breeze. Talk to Rob about his previous project and how he did the color changing for his marble, the coding to switch characters may be similar to that I would assume. Once that is completed and working properly we can move on to the other abilities the characters have.
Art team, by this point we will of discussed the mood boards and decided as to what setting we will be sticking with for the project. So we can begin creating the assets for the level, background, foreground, interactive objects, etc. Keep it simple for now, and no need to worry about texturing yet that's what milestone 3 will be for.
The level design will begin by planning out the levels utilizing the abilities the characters have. For milestone 2 there will be a very simple level, most likely flat just to show that we have the switching mechanic working. Level design will be in constant discussion with the art team so once each level is completed they can start inputting the assets, backgrounds and such.
Now we all should understand that this idea has phenomenal room for growth and expansion. However, we have a deadline to meet so lets complete our main goals first and then expand the idea of the game further after we touch on those. We need a working, playable level, not the next Mirrors Edge or Portal! Five weeks will fly by and we have a lot to get done by then. Get the job done, then we can expand upon those ideas after the fact. All in all I feel very confident that we can get this done without a problem. We have a very solid team, so this project will be a cake walk for us, so long as we keep things in SCOPE!
Art team, by this point we will of discussed the mood boards and decided as to what setting we will be sticking with for the project. So we can begin creating the assets for the level, background, foreground, interactive objects, etc. Keep it simple for now, and no need to worry about texturing yet that's what milestone 3 will be for.
The level design will begin by planning out the levels utilizing the abilities the characters have. For milestone 2 there will be a very simple level, most likely flat just to show that we have the switching mechanic working. Level design will be in constant discussion with the art team so once each level is completed they can start inputting the assets, backgrounds and such.
Now we all should understand that this idea has phenomenal room for growth and expansion. However, we have a deadline to meet so lets complete our main goals first and then expand the idea of the game further after we touch on those. We need a working, playable level, not the next Mirrors Edge or Portal! Five weeks will fly by and we have a lot to get done by then. Get the job done, then we can expand upon those ideas after the fact. All in all I feel very confident that we can get this done without a problem. We have a very solid team, so this project will be a cake walk for us, so long as we keep things in SCOPE!
Friday, March 25, 2011
cliff notes on game production 3 project
Okay so today we went over quite a bit on what we want to do for our project. First and foremost we will be using unity 3d for our game. Its simple to use and we can get a lot done in a short amount of time with it. Currently our team is consisting of Hannah and Rich for our Art team, Zach and Rob on mechanics, and I will be handling level design and project lead.
Our game is based around the idea of the Lenny and George characters. (one big and strong, the other small but swift and smart) Hannah and Rich are creating mood boards based on the ideas of either a medieval setting, or a futuristic/cyberpunk setting. players will play as both characters, alternating the two, utilizing both character's abilities to solve the puzzles presented to the player. the big character has smash, lift heavy objects, throw, and an inventory. the small can crawl, sprint, jump higher, and has more intelligence (which is determined upon which setting we stick with i.e. magic for medieval, hacking for futuristic.)
I will most likely be making a team blog so we can all easily communicate back and forth between classes. This message was sent to everyone just to make sure we are all on the same page to avoid any sort of confusion/surprises amongst the group, and to keep us consistently updated on the status of our project.
Our game is based around the idea of the Lenny and George characters. (one big and strong, the other small but swift and smart) Hannah and Rich are creating mood boards based on the ideas of either a medieval setting, or a futuristic/cyberpunk setting. players will play as both characters, alternating the two, utilizing both character's abilities to solve the puzzles presented to the player. the big character has smash, lift heavy objects, throw, and an inventory. the small can crawl, sprint, jump higher, and has more intelligence (which is determined upon which setting we stick with i.e. magic for medieval, hacking for futuristic.)
I will most likely be making a team blog so we can all easily communicate back and forth between classes. This message was sent to everyone just to make sure we are all on the same page to avoid any sort of confusion/surprises amongst the group, and to keep us consistently updated on the status of our project.
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