Showing posts with label Fu Group. Show all posts
Showing posts with label Fu Group. Show all posts

Tuesday, May 28, 2013

Finalized UI

We now have an updated bell UI. There was a bug has been fixed where more than one type of bell could not be updating at the same time, but that has been fixed. The tether bar is finalized. We also have new pop-ups to help the player through their gaming experience.


New kismet nodes are responsible for fixing the bug. A new Stop UI update node prevents bells from updating when they are no longer activated.

The pause menu has been implemented into level two. We also have new menu options for viewing the controls, and setting the game resolution.


Thursday, May 16, 2013

More UI

The tether bar UI has now been implemented.


And a couple new Kismet Nodes to get it working.


Tuesday, May 14, 2013

New UI Elements

Got some UI in for showing the bell cooldown as player feedback. The blue drains away as the time runs out. It dynamically adjusts its play rate depending on how long the bell's cooldown time is set too.


I did not want to waste time learning how to deal with Scaleform in Unrealscript so I created a couple Kismet nodes to help me to move variables that I need for updating UI to Kismet.


Saturday, April 27, 2013

Meetings and Consecutive Tethering Particle

So this weekend the Programming/Mechanics/Puzzle design team had a meeting to all get on the same page about what exactly it is that we are going to accomplish this quarter on the mechanics front. We are now all on the same page, and we have a much more solidified idea of the exact functionality we need from each mechanic.

We had a small group meeting earlier today. We discussed, among other things, some gameplay improvements that can be made to Level 1. These improvements deal with making Level 1 more about exploration, and revealing the narrative to the player as gameplay progresses.

We also decided on which bell concepts we wanted to use for what purposes.

Flying Golem Bell - calls the flying golems
Gravity Bell - suspends gravity
Wind Bell - calls bursts of wind
Level 1 Bell - used for environment exploration in level 1



And on a programming front, minor improvements have been made to the slingshot mechanic. Also, the particle effect for player feedback for consecutive tether switching has been implemented and looks pretty cool. This led to the discovery of a small bug concerning the consecutive tether switching, but it has been remedied. Huzzah!




Also, this happened.


Thursday, April 25, 2013

Prototyping Mechanics


For Sprint #2 I am constantly prototyping in engine the new Dragging mechanic and the Slingshot mechanic.  I will be working closely with Kersti to make these mechanics run as smoothly as possible.

This week I have set up the new Dragging mechanic and have been toying around with it.  There was a little trouble setting up the custom node initially, but Kersti has figured out the problem and I am looking forward to setting up a solid puzzle with them now!

Tuesday, April 16, 2013

A Particle and Programming Show, Feat. Porcupine Max

Brock Boutwell has been keeping up the great work in terms of particles, giving us even more particles to populate both Level 1 and the upcoming Level 2.

A small, fully animated candle flame!

A school of fish to be used wherever there are large pools of water.

Wind stream! Look out for these to be utilized much more often in Level 2. 



 In addition, Kersti Kodas, while taking a break from the Sprint Sheets, has been doing a lot of behind the scenes work, performing programming fixes and setting up things to make placement of certain assets easier for the level designers of Level 2.



And, at some point during the weekend, the crew got a hold of a lot of clothespins...




Saturday, April 13, 2013

Tutorial Level Building

On the road to Entelechy, the tutorial level has been receiving a great deal of love lately. Monica Young, Casey [Danger] Bridgham, and Nicole Brunken have been working on modeling and texturing assets to populate the level, while Max Benjamin has been devoting some of his time to creating the opening cinematic for the level in Matinee. Brock Boutwell has also been busy with some very pretty particle work.

Monica Young's In-Progress textures for the walls and floors of the Tutorial Level's Environment

Nicole and Danger's work on the murals, being used to communicate the story at the beginning of the Tutorial.  

Max's cinematic work, combined with a few of Brock's sparkly particles. Also, a finished mural pictured in the background.

Tuesday, April 9, 2013

Contest Entry! And Level Design


In preparation for both Entelechy submissions [and another contest], both environment teams for Project Chime are now retooling their efforts to polish up Level 1 of the game.
This means that the Tutorial Level we'd planned to create within the quarter has been moved to top priority and we'll be making a push to have everything up and running very soon.


Meanwhile, our Systems guys [and gals] have been on the ball, coming up with some layouts for both the Tutorial level and Level 2. The following is just one of many concepts. 

The player is represented here as a blue dot, while golems are represented in yellow.
After making their way over to the golems up on a ledge, the player must use the double-tether mechanic to grab onto both of the golems.
After contact is achieved, the player then waits for the third golem [pacing back and forth along the red arrow's path]  to get into range, before tethering to it. The third golem will still continue along its path.

With a well-timed release of the third tether, this configuration will create a slingshot effect, allowing the player to travel much farther.

This travel leads the player to another island, which was previously inaccessible. 


Saturday, April 6, 2013

Look Development: Colour

Another treat today, Nicole Brunken has been working on colouring Lazarus' architectural line work, in the hopes of securing what colors and values will be making it into the final game. 
As it was before, our inspiration is stemming from the saturated colours of the Legend of Zelda: Skyward Sword.

Oh! How colourful!

Here is the direction we have so far: 




Tuesday, April 2, 2013

Architectural Consensus and a Treat



Along with the rest of the Environment Team, Lazarus has been at work trying to come up with the visual mash-up of architecture that the group had discussed before. The following is a few of the sketches she's devised so far.




And here's a treat! This is one of Lazarus' environment pieces, colored by Nicole Brunken, in order to get a feel for the colours that will be used in the new environment.


Monday, April 1, 2013

Concept Art Begins!

On the Environment front, the Concept phase is in full swing as block-outs are being made, puzzles are being created, and sketches are being sketched... The following are a few pieces made by Lazarus, in the hopes of getting the style of our environment nailed down.






A Cage/Home for potential 'flying' golems.


Sunday, March 31, 2013

Environment Conception

Team Chime's has been hard at work coming up with ideas for the second environment's [Fu Group's] world. So far, however, things have been narrowed down to either a grouping of floating islands or a canyon-like environment, both residing high enough to reach the clouds.

Into the Canyon
Disclaimer: Not our concept art... yet.





Among the Flying Islands


Disclaimer: Not actually flying... Barely an island...


The group has also set to work coming up with what the architectural aesthetic would encompass. Many different perspectives were thrown around and considered, including Early Native American, Gothic, and Scandinavian/Norse, so we decided on a mash-up, in the interest of extracting something original.

Medieval Influence

This image displays an emphasis on smooth stone, density of houses, and integration of cloth [if possible]. 

This image displays patterns used in the lattice work on buildings. If the team decides to follow through on this style, though, the densely packed cobblestone used will be replaced with a smoother stone, to prevent things from getting too garbled.

Since it's been decided that wind will play a role in this part of the game, an early interest in windmills was taken. These windmills have a very interesting shape to them that may be incorporated into the golems themselves.


Scandinavian/Nordic Influence

Chosen for their inset nature and grassy roofs that extend all the way into the ground,  these guy's have roofs that would integrate pretty nicely into both the sides and on top of either a canyon or flying island environment. 


Turkish/Ottoman Influence

Though probably not the prettiest building, the stilts/buttresses that prop up this little guy is something we'd like to emulate with buildings that may not be set on flat land. 

Stripes! Though the team won't be going in such a noisy way with them, subtle stripes are a feature being considered for structures that need attention or should stand out against the backdrop.  

This building, minus a more Nordic roof, is somewhat of a fusion between the styles the team is after.
With these references in mind, the team will be agreeing to a more nailed-down consensus in the coming days.

Thursday, March 28, 2013

Post Production Begins




Picking up from where we left off, Team "Chime" has been split into two groups, one in  Prof. Mamais' Post class, and the other in Prof. Fu's.

We've decided to take advantage of this by having the Fu group focus on creating an entirely new level, which utilizes assets created in the previous class, but set in a much more open design.

The Mamais group will focus on creating a prequel level that will serve as the beginning of the game, where we hope to better introduce the player to the environment, narrative, and mechanics we have set in place. Afterwards, we'll be having them join into the production of the new level, with the rest of the group.

At the moment, the Mamais and Fu groups will be working together on concepting the new level quickly, so that we can all get started on development as soon as the beginning of next week. Both groups will be meeting up over the weekend to get started