Monday, April 30, 2012

Milestones 4/30

Here are my milestones for today:

-intro video
-resizing images to proper proportions





Monday, April 23, 2012

Milestones 4/23

These were my personal milestones for this week:


-Complete player, enemy, and turret design
-Begin animations for in-game objects(firing animation, death animation)


Monday, April 16, 2012

Milestones 3

Here is my personal prioritized task list:


1 - player shooting animation
1 - player character design x
1 - player death animation
1 - enemy 1 character design
1 - enemy 1 death animation
1 - enemy 1 attack animation
1 - tower 1 design
1 - tower 1 shooting animation
1 - level background x
~ dirt road x
~ grass x
~ stone x
~ cobble stone x
2 - enemy 2 character design
2 - enemy 2 death animation
2 - enemy 2 attack animation
2 - tower 2 design
2 - tower 2 shooting animation
2 - tower 3 design
2 - tower 3 shooting animation
2 - intro movie
3 - enemy 3 character design
3 - enemy 3 death animation
3 - enemy 3 attack animation
3 - tower 4 design
3 - tower 4 shooting animation

****** bold "x's" represent what was done this week

Here is some images of what I've completed:








^^^^^The above are all texture tiles that were imported into Mike's level design to create a complete background





























^^^^^^The above is the player character design

Monday, April 9, 2012

Milestones 2

Here is some of the artwork for the intro video and sprites used in the game:










Monday, April 2, 2012

Major Project 9 - Team Milestones 1

Sam:
-Complete a storyboard for the game's intro movie.


Zach:
-Complete a simple prototype level with a character that moves using WASD and always faces the mouse pointer.

Mike:
-Design each of the game menus: main menu, high score menu, and in-game upgrade menu.


Here is my storyboard and sketch of the in-game environment:












Major Project 8 - Flash Game Production 1

Team Goats!

Zach Kohlberg: Lead Producer, Programmer
Sam Moses: Lead Artist
Mike Conwell: Programmer, QA


Synopsis
            Goat Goat Revolution is a bighorn sheep-themed arena shooter. The player controls the bighorn sheep dictator of a revolting nation of bighorn sheep. The dictator has been abandoned by most of his subordinates and left to face the angry horde of rebels alone.
            The action takes place in a single level, where the dictator must fight off larger and larger waves of his former constituents. The player’s goal is to survive as long as possible and beat the current high scores. The game will feature a number of enemies and several weapons for the player to use in their attempt to survive the onslaught as long as possible.


Assets

Intro Movie:
-       Background images
-       Music and sounds?
-       Character images & animations

Menus:
-       Menu button graphics
-       Background
-       Button & high score code

In-Game:
-       Enemies
o   Image
o   Attack & death animations
o   Attack & death sounds
o   Code
-        Player
o   Image
o   Attack & death animations
o   Attack & death sounds
o   Code
-       Ammunition/Weapons
o   Power-up images
o   Power-up sounds
o   Projectile images
o   Code
-       Background

Milestones:

Week 1
-       Functional level with player movement
-       Intro movie storyboard
-       Menu design

Week 2
-       Functional enemies
-       Intro movie visual design
-       Functional main menu (Exit, move to blank level, move to high score table)

Week 3
-       Enemy spawning, level prototype (Level begins and ends)
-       Intro movie assets, begin animation
-       Functional high score table (loads high scores and displays them)

Week 4
-       Scoring merged with high score table, weapons and ammunition added
-       Complete intro movie
-       Integrate movie and level into functional prototype

Week 5
-       Add wave manager, any misc tasks, begin beta testing to balance game
-       Replace in-game filler assets with in-game graphics & sound
-       Play testing, bug testing

Week 6
-       Finalize game code
-       Finalize graphics
-       Complete testing

Wednesday, March 21, 2012

Minor Project 9 - Flash Game Pitch Document

Intense “Go Fish”
Pitch Document

Author: Samantha Moses
Date: 2/28/12

Overview

This game will create a more intense version of the game “Go Fish” that encourages more competition between players through use of a point system, time limit, and rounds. These components and competitive aspect of the game will target a broader audience, rather than just children. In fact the target audience will be older kids and even adults because there will be a need to some math.

The game will be turned into a digital game using Adobe Flash. However, there is the hope that this game can one day be turned into an online game or used as an App for platforms such as the iPod, iPad, iPhone, or Android. The player can play against a bot on all platforms with the ability to choose between a number of how many bots they would like to play against.

Why Are We Making This Game?

“Go Fish” is a game that is often associated with one’s childhood, and so we would like to have this game tap into the nostalgia of slightly older players who want to relive a fun childhood game in a way that it is more intense, advanced, and age appropriate to them. It would create a new and fun way to embrace a childhood game and make it more intense and competitive.

If the game can be turned into a digital game and expand across many different platforms, it can improve the game, and bring it back into popularity through use of modern technologies. Not everyone has a deck of cards on them, but most people do, however, have their cell phones, laptops, and iPads with them when they are on the go. Having the player play against a bot, allows for immediate and continuous gameplay, rather than waiting for someone to respond to you like social network games such as “Words With Friends.”

Walk Us Through the Game!

The player first must choose a platform: Either a digital game, cell phone, IPad, or an online game.  The mechanics of a digital version of this game will have the same rules and will be programmed to work in the same way it would if it were being played with an actual physical deck of cards:

Players are first dealt their cards. Next, the first player progresses to ask a player for a card and if he does not get that ca rd from the player, he will draw a card from the deck. If the player does receive the card he asked for then he puts down his cards that match. The game progresses the same for each player until each round is over. At the end of each of the rounds, the points get added up. The player with the highest score combined across all of the rounds will win the game. After game is over, game can be restarted and played again for some more fun!

Similar Games


Monday, March 19, 2012

Major Project 6: - Level Up! Your First Flash Game

Here is a screen shot of the game that Zach Kohlberg and I created using Adobe Flash:

Minor Project 6 - Flash Review (Slide Show)

Here is a screen shot of my slide show that I created using Adobe Flash:

Minor Project 8 - Pseudo Code!

"If it is true that the current level is "Level 1" AND the immobile gear is correctly connected to the rotating gear AND the immobile gear begins to rotate AND the words "You Win!" appear AND the "Continue" button is clicked then progress to "Level 2."

Major Project 7 - Design Considerations

1. The way it is identified that a player has completed a level and is ready to proceed to the next level is expressed through the words "You Win!" When those pop up on screen you know you may click the "Continue" button and move on to the next level.

2. The objects can be combined in more ways as the levels progress. The more objects there are on screen, the more combinations there could be. I do not think that there should be any constraint put on the amount of possible combinations in higher levels because in life there are many solutions to one problem, so why limit a game's solutions? I believe that the fun factor of a game is not limited by multiple solutions, if anything it increases the fun factor because you can play many times and try many different ways to win in a more efficient manner. Multiple tries and "re-playability" of a game creates more fun. I think that the game should use a variation of mechanics as the levels progress in order to avoid being too repetitive and therefore increasing the fun factor of the game. Anything to repetitive can be very boring,

3. I think that that the unexpected should occur because it creates more interest for the player and avoids too much repetition in the game which could make it boring. I think throwing some curveballs in a game as levels become harder, could add fun, interest, as well as create a challenge for the player.

Sunday, February 5, 2012

Major Project - 2D Game

Tetris



This is my illustration in flash of a basic Tetris level and environment. I used Adobe Flash in order to create this illustration.


This is my illustration of the playable "characters" of Tetris. I used Adobe Flash in order to create these illustrations.

Monday, January 30, 2012

Minor Project - Fruit Drawings

Here is my experiment with drawing fruit using Adobe Flash. I drew a pear and grapes using a combination of shape tools and using the paint brush tool to draw free hand shapes. I also used the modify tools to edit each of the shapes I had drawn free hand with the paint brush.