Saturday, May 24, 2008

Level 2

I made level 2 of our game, unlike level 1, level 2 is more challenging and also less linear. This time the player can choose the path he or she wants to take. So for example the shorter path may be more challenging, but the longer path may be a little bit easier.

Here is a sneak peak image:


The game itself is coming along very very nicely.

Alpha Sounds

Been working on getting some sounds for the alpha version of the game today, came up with a few.

Here are 2 samples of what i think the transition sound should be like (the transition sound is when the level changes from black to white or vise versa.

Transition 1 Sample: Here

Transition 2 Sample: Here

**Because I tunes was not working when I made the sounds, I cannot export them, so the sounds will be uploaded later**

Friday, May 23, 2008

Update

On Saturday me and Tim started putting the levels for the alpha, the game seems to be coming together rather well, We should have the game looking good by Wednesday! YAY

Health Render Test

Here is a video of render tests in blender of the health object



These will be scattered across our game world, it is important that the player picks up the health objects or else he will die!

Sunday, May 18, 2008

Level 2 Design


In level 2 the objective is to start making the game a little more challenging for the user, as well as continue to educate about the game's controls and mechanics.

But this level also provides moderate challenge for the user, there are alot of situations here where the user could potentially loose their lives

Note that this mock up does not reflect the quality of the final level, Tim is currently working on the level aesthetics.

Level Design


I started making mock ups of what the levels will look like. Puzzles and Obstacles are inserted in this non functional mock up.

This is the 1st level. The idea is that the 1st level is very easy, this is to intruduce the player to all the gaming mechanics including jumps and the concept of colour change, of course the game will gets harder and harder. But its important to start the player off easy and have a very balanced learning curve for the game.


Note that the mock up does not reflect the true quality of the game.

Tuesday, May 13, 2008

Update

our concept was slightly changed (for the better). The changes are outlined in Tim's Blog. But here is a quick overview, this time the character is able to take on 2 colours from the get go, White and Black. The characters environment will feature white, black and gray blocks. If the character is black, the character is able to see, walk on, be blocked by Black and Grey Objects. If the character is white, the character is able to see, walk on and be blocked by white and Grey objects gray. So the character is able to be blocked by grey objects no meter what it's coulour may be.

I have been put in charge of making the puzzles in the game and designing the level layout.

Health Items

I have created the health items for the character. 5 examples (we have not chosen a final one as of yet). These items will be scattered around the level, and the character needs to pick these up to survive.


Sunday, May 11, 2008

Friday, May 9, 2008

Project 3

After pitching the game idea for the game, out group got together to discuss more features for the game that will make it more unique and less repetative.

These features include:

The player himself lights the level, as the player looses health, the level will start to dim and the game will start getting harder.

We came out with a general aesthetics for the game (which will be posted later)

We also came up with the idea that the level should be building itself while the player is advancing, this may or may not be included, this all demands on how hard it will be to code.