After all these posts I still haven't introduced the team, here is a picture of us:
(from left to right: Mike Bianchini, Chase Cobb, Alessandro Metta, Daniel Bahamon, Bryan Solero and Wolfgang Wozniak).
and here is the new logo for the game:
Showing posts with label Viva España. Show all posts
Showing posts with label Viva España. Show all posts
16 hours to go!
There has been some delay with getting the demo level up and running, there was a lot of trouble with the collision tiles, therefore we decided to move to a full level and allow torque to do the collision detection with the build-in pixel collision test.
At the moment we have the guy running directly towards the end goal, he goes up and down on the hills with little problem. If anything we need to make sure he can't disappear from the screen.
here are a couple of old screen shots:
At the moment we have the guy running directly towards the end goal, he goes up and down on the hills with little problem. If anything we need to make sure he can't disappear from the screen.
here are a couple of old screen shots:
23 hours to go!
At this point we have passed the halfway point of our project, are we really halfway through? How can I really know if that could be true, what is the measuring point? should I be at tweaking the gameplay? or half way through the engine development of the game?
I can honestly tell you I have no idea, but if I was to take a wild guess I would have to say that this 48 hour project needs to be a fun, simple game, not too many mechanics and simply very creative. Having said that I would probably go with a development that creates a prototype as quickly as possible and then takes it's time to polish up the game, meaning that by the halfway point the basic game should already be developed in order to allow a proper amount of iterations.
Now going back to the initial question, are we where we need to be at? my honest answer would be no, but simply because there are a couple of things we need to add to the base, but we are really close, maybe within 2 hours of that, this simply means we have a bit less iterations, but that's ok.
I can honestly tell you I have no idea, but if I was to take a wild guess I would have to say that this 48 hour project needs to be a fun, simple game, not too many mechanics and simply very creative. Having said that I would probably go with a development that creates a prototype as quickly as possible and then takes it's time to polish up the game, meaning that by the halfway point the basic game should already be developed in order to allow a proper amount of iterations.
Now going back to the initial question, are we where we need to be at? my honest answer would be no, but simply because there are a couple of things we need to add to the base, but we are really close, maybe within 2 hours of that, this simply means we have a bit less iterations, but that's ok.
20 hours and counting......
The past hours have been a bit of a roller coaster, at first we had a lot of trouble with setting up the SVN, the main problem was that I could work on the shared file for the project, this made the integration really tough, we resulted to simply work on one computer and let people take turns adding elements. I know that sounds kind of weird but we actually were able to see a lot of progress in about an hour. right now we have a scrolling backgrounds, a player switching between two tracks, gravity set up, animations and input working. And pretty soon we will also be adding sound effects and powers. the game is coming along, we should be able to have a working prototype within the next 4 hours.
Slow Production
12 Hours in!
After 12 hours the game is looking pretty good, well.. there is no game yet, but we have been able to develop all the gameplay elements on several spike solutions, right now what we are missing is basically integrating them and start playing the game!
Unfortunately at the moment the group is taking a small 4 hour sleep break in order to regain some energy.
Since the last post I researched several topics and developed spike solutions for them, I was able to learn about creating menus ( this gave me a pretty annoying crash!!) also about playing animations after certain events, and creating winning conditions.
Here is what our main menu looks like for now:
Apart from what I mentioned already, we have also researched on playing sounds, scrolling backgrounds, moving cameras, collision detections, HUD elements and a whole bunch of animations!!
The project is looking pretty good right now!
Unfortunately at the moment the group is taking a small 4 hour sleep break in order to regain some energy.
Since the last post I researched several topics and developed spike solutions for them, I was able to learn about creating menus ( this gave me a pretty annoying crash!!) also about playing animations after certain events, and creating winning conditions.
Here is what our main menu looks like for now:
Apart from what I mentioned already, we have also researched on playing sounds, scrolling backgrounds, moving cameras, collision detections, HUD elements and a whole bunch of animations!!
The project is looking pretty good right now!
Design getting polished
After a couple of iterations the design of the game has been polished, right now here is a very brief description of the current idea:
You are a prince and you are compiting against another prince to get to the throne of Spain, you will be running through the streets and fields of spain avoiding many obstacles in order to reach the throne first.
In the game you see the two characters at all times (this is a multi-player game), also this is a side-scroller. Because of these rules, the camera will always be moving at a certain speed, and the characters will be locked into a position on the screen, the only difference is that you can gather power ups to move further right on the screen, or if you get hit by obstacles you get pushed back to the left side.
The goal of the game is obviously to reach the throne first, but to do so you will not only need accurate reactions in order to jump over obstacles and switch running lanes, but you can also pick up weapons that you can use against your opponent.
Like I said this is a very brief description of the game, but I hope you understand it. Now back to work!!!
You are a prince and you are compiting against another prince to get to the throne of Spain, you will be running through the streets and fields of spain avoiding many obstacles in order to reach the throne first.
In the game you see the two characters at all times (this is a multi-player game), also this is a side-scroller. Because of these rules, the camera will always be moving at a certain speed, and the characters will be locked into a position on the screen, the only difference is that you can gather power ups to move further right on the screen, or if you get hit by obstacles you get pushed back to the left side.
The goal of the game is obviously to reach the throne first, but to do so you will not only need accurate reactions in order to jump over obstacles and switch running lanes, but you can also pick up weapons that you can use against your opponent.
Like I said this is a very brief description of the game, but I hope you understand it. Now back to work!!!
Animations done
After a couple of hours, animations are finally working, you have the player running and after a couple of seconds he starts sprinting, this effect is being done by increasing the amount of pixels the image is moved per frame, as well as the animation of the sprite gets speed-ed up.
The only problem I ran with the animations is that I wasn't able to change the fps on the animations, I wanted to do that in order to be able to make the animation play in relation to the speed. In order to solve this problem I decided to instead create two animations, one for a normal speed and one for a faster speed, and depending on the speed of the character I switched to a certain animation.
here is a screen shot of two players running at different speeds...
also I was able to learn how to create variables for the objects, this way I can set the starting velocity of the two players at different speed:
The only problem I ran with the animations is that I wasn't able to change the fps on the animations, I wanted to do that in order to be able to make the animation play in relation to the speed. In order to solve this problem I decided to instead create two animations, one for a normal speed and one for a faster speed, and depending on the speed of the character I switched to a certain animation.
here is a screen shot of two players running at different speeds...
also I was able to learn how to create variables for the objects, this way I can set the starting velocity of the two players at different speed:
Animation testing
The first 5 Hours
It has been 5 hours since the start of the project, my team is composed of 6 developers(4 programmers and 2 artists), We are doing a game called Viva España, a 2d sidescroller were you race a fellow prince to reach the throne.
We are going to be using Torque Game Builder as our engine. None of us has ever used it but we feel we can learn it and use it pretty quickly.
The first step after the initial design of the game is to list the topics we need to research, the initial list is as follows:
Collision
Math
Rendering(animations and Effects)
Menus
Powers
Input
Sound
States
on my part I will be researching how to do the animations.
We are going to be using Torque Game Builder as our engine. None of us has ever used it but we feel we can learn it and use it pretty quickly.
The first step after the initial design of the game is to list the topics we need to research, the initial list is as follows:
Collision
Math
Rendering(animations and Effects)
Menus
Powers
Input
Sound
States
on my part I will be researching how to do the animations.
Global Game Jam 2010
Today, January 29 2010 is the Global Game Jam, were people all around the world sit for 48 hours straight to develop video games, I will use this blog to update what we are doing about every hour.
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