Wednesday 27 February 2013

Game Project: Creating Game Week 4

Hey everyone, this week we have made some major progress with the Alpha version.

The controls are fully working now the player can move the character themselves with no problems. We have updated the line of sight so it is a straight line rather than a larger box, this would work better for Spy Green when it is finished.

We have added in a different sprite for the guard, (a snake) which if you enter it's box, it will follow you and the box will turn red. This is a major breakthrough for our game as this is the core premise of the AI for the guards, since this has been done there is now very little to advance on in terms of core mechanics.

Here is an image of the game in motion as you can see the guard, or snake, is following the player as they run away. We have also added another character that will be used as a civilian type, their AI function differently than the guards, but is also less complicated, although it has not yet been added.

Thanks for reading, Stephen out...

Wednesday 20 February 2013

Game Project: Creating Game Week 3

Hey everyone, so Spy green is in Pre-Alpha version 0.6 according to Andrew, I don't think I'll keep track of the version numbers that much but I'll try. Anyway this version contains sprites for the character and the guards. (Although we have stolen them from another game but it's just so we can see it, they will not be in the demo or final release.) 

We have also added a basic tile map in order to test wall collision and maze navigation core elements of the game. Then there is the line of sight boxes for both "Carter" and the "Guards", these boxes do not do anything just yet but we hope to work on that over the next week. The player movement is a little off as well in this version but we will tackle this bug over the week.

Here is a sample image of the game, I tired to get the guard into the shot but everytime i tired he ran out of sight, it was bugging me so I left him out. This image you can see what will be Carter and the walls as well as carter's line of sight box and collision box, if you look close enough.


Thanks for reading, Stephen out...

Wednesday 13 February 2013

Game Project: Creating Game Week 2

Hey everyone, I said in my last post that I would be working on scripting the game, although this is true I will continue to do so but this is no longer a priority for the game. As it will only be a beta version we do not need to have a script for initial testing therefore this task will be completed after the semester is over.

We plan to instead release a working Beta or Alpha demo by the end of the academic year then after the semester is over we hope to find other members to join our team then we can finish Spy Green, and other titles under the Late Panda name, outside university time.

The game now has a custom loading screen that once looked like so...
But after some tinkering the loading screen is now...
The second I believe is better as the Late and the underline are now the loading bar and get closer to the Panda as the game loads. In action it is very smooth and looks amusing and rather professional. This may become the Late Panda custom loading screen for all of our games... We hope...

Thanks for reading, Stephen out...

Wednesday 6 February 2013

Game Project: Creating Game Week 1

Hey everyone, guess who is blogging again, heheh... So... Winter break was fun wasn't able to do too much work on the game as I was working quite a bit in my part-time job so didn't really have time to make a lot of advancements, but we are back now so let's get to work, it's gonna be fun.

Let's start off with what we (Late Panda Studios) have discussed today, we outlined what each member of the team must do over the next 6-8 weeks while we develop Spy Green, I personally will handle the script and outlining the story level by level, and buffing up the main menu to work better than it does.

Andrew will handle to bulk of the code, I've got quite a bit of faith in him I believe he will handle this very well, but I also feel the heavy workload may put a strain on him and therefore try to help in anyway I am able.

Calum will handle the artwork still needed for the game, he has decided he will re-create some of the images for the characters currently in the game as he dislikes their, in his opinion, rushed appearance. I think the images look fine and feel like if he fails to re-create these images in time it will not be a huge loss for the product as a whole.

Andrew and I have been attempting to find a task that Justin to do but with all of the work divided between myself, Andrew and Calum we are struggling to think of anything to give him to do. He is currently attempting to learn HTML5, which he should have done last year but better late than never, hopefully if he can learn enough he can assist Andrew with the programming taking some of his workload off him.

So last year's module was marked, we did a lot worse than I thought we would've but still passed with a high enough mark to be proud. I personally was marked down for my blogs not containing images and such, which I left out because I didn't create anything, but this year I'll scan in initial scripts, any images I or the team make that would be of interest to the fans, although today... I've got nothing... no physical work was made but I will start uploading screen shots and scans and such whenever I can.

Thanks for reading, Stephen out...