1. Archived 3/29/05
3/29/05 2:35pm.
Return to the original GameDesign page.
2. Progress Report due Tuesday 3/29
Hey guys, I'll put together the progress report (it's only a page of text), but I need your feedback on some questions.
1. What has proven to be harder (or easier) than expected with the game?
2. Discuss the implementation challenges faced.
3. Were there aspects that you wanted to build but were unable to do so?
4. What design revisions have been made to the game as a result of what we've learned with the implementation?
3. Development Schedule
-
Last update 3/27 5:30pm
Before that, updated 3/22 6:00pm
Low Target (March 29, 5 days)
Progress report due.
-
Graphics
-
Texture-mapping.
-
Shelf texture templates
-
Use templates to create variations.
-
Sprites
Product sprites (pick off shelf textures).
-
Shoppers
Static cones with random distribution
-
Intro story
Sketch page layouts.
-
Display
Find out how to display menus & intro story – thorough research required! Keep an eye for what’s due in a week’s time. Dianna suggests to use xforms.
The following schedules have yet to be updated
Desirable Target I (April 5, 1 week)
-
Graphics
Lighting & material properties.
-
Movement
Include constant gravitational pull from shoppers.
-
Items
-
Generated in fixed locations. Represented by block extruding from shelves.
-
Verne picks up item by colliding into it (the block disappears and the item is struck off the shopping list).
-
Sprites
Verne sprites (back & side views)
-
Shoppers
Move along walls with random choice.
-
Vampire
-
Enters when Verne has collected half of the items.
-
Moves along wall with random directional choice.
-
1.5 times Verne’s speed.
-
Level over
-
Draw the end screens for 3 possible outcomes:
-
1) If he is caught by the vampire, Verne is dragged back to mansion.
-
2) If he bites a human, his human rating plummets.
-
3) If he successfully collects all items and makes it to the check-out without running into any shoppers or the vampire, his human rating sky-rockets.
-
Sprites
Vampire.
Desirable Target II (April 12, 1 week)
-
Level over
Code the relevant triggers to result in the outcomes above.
-
Vampire
Line of sight element in place.
-
Sprites
Shoppers.
-
Controls
Time-dependent control: work in progress.
Alpha Release (April 21, 1 week)
-
Controls
Time-dependent control perfected.
-
Introduction
Finished.
-
Shopping list Use sprites to keep track of items.
Optional:
-
Radar Add overhead map for items and vampire warning.
-
Items Random distribution.
-
Gravity Time-dependent gravitational pull.
4. Textures
Floor tile. http://students.haverford.edu/spoon/gd/textures/floortile.bmp
Photo texture from Yuna
http://www.student.brynmawr.edu/students/ypark/gameDesign/jam_shelf.bmp
Photo texture from Yuna
http://www.student.brynmawr.edu/students/ypark/gameDesign/wine_shelf.bmp
incomplete shelf texture http://students.haverford.edu/spoon/gd/textures/shelf.bmp
images of different shelves:
-ypark 3/27 2:35pm
5. Supermarket Section Divisions
-yuna 12:25am 3/27
6. Bird-eye-view
we want more realistic map. and here's an example of a real supermarket.
-no walls should be without shelves, there should be as mores shelves than what we have. I'll come with modified map tomorrow. -- 3/23 yuna
7. Screenshots
Normal view
View from above that anables the user to see behind shelves.
Another part of the supermarket
8. Sprites
Verne
Bottle
Packet
style guide
-
simple strokes or swabs of black/white for high contrast
-
a few splashes of color here and there, otherwise it gets too cluttered
-
low contrast for background
-
high contrast for foreground
-
vector art doesn't pixellate like mad (can we use vector art in our game? we might be able to bitmap it... we'll see)
9. Menus
1. title page options:
http://www.student.brynmawr.edu/students/ypark/gameDesign/vampire_title1.bmp
http://www.student.brynmawr.edu/students/ypark/gameDesign/vampire_title2.bmp
2. menu look:
http://www.student.brynmawr.edu/students/ypark/gameDesign/menu1.bmp
10. To Do List
OUT OF DATE
Changes in bold.
-
3D layout with block shelves
Movement
-
Constant gravitational pull of shoppers: include a gravitational component dependent on distance from shopper e.g.
VerneX = Left/RightKey + 3/(ShopperX - VerneOldX)^2
-
VerneX = Verne's new X coordinate
-
Left/RightKey = input from left/right arrow keys
-
3 is just an integer which will be replaced by time when we make the gravitational pull time-dependent
-
ShopperX = shopper's X coordinate
-
VerneOldX = Verne's previous X coordinate
-
where:
CONTROLS
-
Time-dependent movement to get rid of the stickiness i.e. each key stroke moves the character 2 steps in the direction indicated, rather than just one, so that Verne doesn't appear stuck after the first keystroke/step. This will be very important particularly with the vampire pursuit.
-
Diagonals i.e. pressing 2 direction keys at once.
Story
-
Introduction (4)
-
End screens (3)
Sprites
-
Style guide
-
Verne
-
Vampire
-
Shoppers (5-10 sprites/variants)
-
Products (10)
Graphics
-
Texture-mapping
-
Lights, colors and material properties
Items
-
In fixed locations
-
Indicated by extruding block
-
Pick-up = collision detection with block, which then disappears
-
Random distribution
-
Shopping list = number of items left (not sprites)
Shoppers
-
Static
-
Random distribution
-
Constant gravitational pull (see Movement, above)
-
Moving ALONG FIXED PATHS with random directional choice
-
Gravitational pull increases with time (see Movement, above)
Vampire
-
Enters at halfway point
-
Moves with near-random directional choices
-
Moves at 1.5 times Verne’s speed
-
Line of sight and pursuit
Radar
-
Items
-
Vampire warning
11. Archives
-
GameDesignArk1 -- As of Feb 3rd, 2005, 6pm.
-
GameDesignArk2 -- As of Feb 8th, 2005, 2:55pm.
-
GameDesignArk3 -- As of Feb 11th, 2005, 6:30pm.
-
GameDesignArk4 -- Old layered development schedule, Feb 14th, 2005, 9am.
-
ConceptDocument -- As of Feb 20th, 2005, 12:15pm.
-
ProgressReport1 -- As of Mar 7th, 2005, 4:30pm
-
DevelopmentSchedule0322 -- As of Mar 27, 2005, 5:30pm
