Tuesday 4 December 2012

Week 13 – Final week of class, GDW presentations!



                For this week, my group and I have been working very hard on getting all our GDW requirements ready for presentations today. I still haven’t slept since Sunday night, so I’ve been very tired for the most part of the day. We managed to finish the entire GDW portion in time, and I feel that we should be getting higher marks this time, as our game is pretty complete with all requirements met.
Zombies leaning against a wall

                I have added several zombie models into the second last room, due to the fact that my group couldn’t get skeletal animation working, so we had to put the zombies in as corpses. A slight problem was that the pivot point of the model wasn’t in the same position of the node, so there was plenty of trial and error in order to get it working properly. In the end, I put in 9 zombies, 3 of which are laying down in the second last room, and 6 of which are leaning against the wall in the hallway leading to the final door. I also fixed the final door in the grand room that leads to the exit, which requires the player to have all 4 weapons in the game, 2 swords and 2 hammers. After tweaking around with that code, the player can now collect all 4 weapons to open that door properly. Our programmers also worked on this, in order to ensure that the code works for the player to pick up each of the 4 weapons, as well as for the HUD art to appear in the player inventory section of the screen after picking up a weapon. The weapons will also ‘teleport’ to the corresponding knight statue after being picked up by the player. 

Dead zombies
                That’s all for this week, and this is the last blog of the year for Game Design & Production II! Thanks for reading through all my blog posts!

Week 12 – More GDW progress, working on Bloody Mary



Ghosts found in the bott
                As usual, for the past week, my group and I have been working hard on our GDW game, Bloody Mary. We have added the option to choose between a boy or a girl as the main character, which will eventually affect the sounds that the player’s character makes whenever he/she is hit by a ghost. Also the death sound will be unique to whichever gender the player picks. This is supposed to satisfy part 3 of prototype 3 for this course, as the player is allowed to use expression as a reward. The player can choose the gender of the character that they want to play as, and he/she is able to freely choose.  I also created a bottleneck in my GDW game, which consists of 3 ghosts in the second last room, the one right before the exit. This bottleneck was very hard at first because I had put 4 ghosts inside the room, and the speed of the ghosts were also higher than before, so there was a very likely chance that the player would not be able to survive this bottleneck and make it to the exit.
Male and female versions of the main character

I had also worked on fixing the rotations for all the doors in our level, so that they rotate properly, and in the proper direction, especially with all the crates added into the level as a puzzle. Sometimes, the door’s rotation was counter-clockwise, so when the player opens the door, it would hit the crate and send it flying away. But by changing the rotation to clockwise, the problem is solved, and the player must move the crate first before entering the room, even if they attempt to open the door. Some of these rooms that have a crate blocking its door have health or oil power-ups inside them, rewarding the player if they can ‘solve’ the puzzle.
One of the fixed doors
That’s all for this week, stay tuned for more updates next week, the last week of class!