Sunday, September 25, 2011
second prototype start of sprint 1
For this week, I've integrated the game board and inventory system. I've created a menu screen which transitions to the first level of the game. The game allow players to click on items in the inventory and place them on the board. For the remaining half of the sprint, we (the programmers) will need to create the display system so we can notify players what they are hovering over with the mouse. The other thing we'll need to do is to put in the art for the game when it's ready and show the animation of the circuit.
Friday, September 16, 2011
Presentation week/postmortem
We presented our prototype this week and I think we did quite well. The MVP for our team was definitely brandon. He took over all the art since Dave was not able to complete his tasks and since he has technical knowledge with power game factory as well, he was able to put the art in to test the animation. Due to my work schedule, Brandon ended up putting in the finishing touches of our prototype by himself the day before formal presentation.
On another note, our next prototype will be a game aimed at freshmen Mechanical Engineering students with the XNA framework. I have already started a basic code base so that when we start on Monday, we can start create interface components and game logic immediately.
My current code base include a base component class which contains a 2D sprite, position, draw order which will be stored in a screen object. A screen manager will contain all the necessary screen and uses a push pop mechanic such that the last screen added will be considered the active screen. The active screen is the only screen updated and drawn during each update.
On another note, our next prototype will be a game aimed at freshmen Mechanical Engineering students with the XNA framework. I have already started a basic code base so that when we start on Monday, we can start create interface components and game logic immediately.
My current code base include a base component class which contains a 2D sprite, position, draw order which will be stored in a screen object. A screen manager will contain all the necessary screen and uses a push pop mechanic such that the last screen added will be considered the active screen. The active screen is the only screen updated and drawn during each update.
Friday, September 9, 2011
Week 2 of 3 for prototype project 1!
For this week, I worked on finishing up the boss system for the prototype. The final system involves a Simon Says game play mechanic in which the boss of the game yells out a message at which point it is your job to damage the object the boss is referring to. This cycles through until you've done enough damage to the objects which will also destroy the boss. The next item I will be working on will be to help put all the art together into our prototype for Monday's pre-presentaiton.
Thursday, September 1, 2011
Week 1 sprint
We have officially started our sprint this week.
For the projects class, I've created the five weapons in the game, three of them(lead pipe, guitar, coffee launcher) belong to the player while the remaining two(pc load paper, notes) belong to enemies. Because we decided to implement a boss system, I had to restructure the stress meter system so that the meter turns off when the boss battle begins. I've also started the boss battle sequence and will finish it next week. The boss sequence involves the player shooting a variety of objects in a pattern.
For the projects class, I've created the five weapons in the game, three of them(lead pipe, guitar, coffee launcher) belong to the player while the remaining two(pc load paper, notes) belong to enemies. Because we decided to implement a boss system, I had to restructure the stress meter system so that the meter turns off when the boss battle begins. I've also started the boss battle sequence and will finish it next week. The boss sequence involves the player shooting a variety of objects in a pattern.
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