Today we continued working on the project. This is an engineering heavy project, and our engineers have been working hard on fixing bugs. Jing, our artist, has made several 3D models for the game. I am continuing to do the level design for the game, and I have the base level in place now.
I will continue putting in the hours on polishing the level for next week. We are currently tuning the mechanics of the gun, and have run in to some issues with how to make it presentable to players in a way they will intuitively understand.
Today we gave an elevator pitch to the faculty on our progress. It was received extremely well and we were given nothing but positive feedback.
The engineers have suggested using 3 ranges of sound in the Visualizer to alter the gun’s abilities, treble, mid, and bass. They have suggested having the treble alter the gun’s damage, the mid alter the gun’s accuracy, and the bass alter the gun’s rate of fire. My original suggestion was to simply make the tempo (bass) alter the gun’s rate of fire, and have that be the unique quality of our game for this first iteration. I explained that this would be enough to make the game very enjoyable, yet not overwhelming the player with factors that are very likely not to be recognized by the player during the game. I feel that it will be too hard for the player to recognize when the mid range is affecting the gun, and that it will seem more random instead. I feel that this risk exists with the treble factor also, however the risk is not as high.
I have begun creating the level for our prototype. Our artist has created sprites for one enemy, and a wide variety of concept art. She is currently working on the gun and the second enemy.
Today our engineers discovered they will have access to Visualizer Studio which is a program designed to analyze frequency in music in real time. Through this we will be able to unlock many possibilities for altering gameplay.
We decided to enter many artistic elements into the game that are stylized by music. The gun will be a custom musical instrument of some sort that fires musical notes.
The engineers have completed the first person controller for the game, and have been experimenting with how to implement changes to the gun’s properties.
Today we continued ironing out the ideas of the game.
I created a pitch presentation and pitched the idea to the class. It seems to be received well with some positive and some confused feedback.
Our artist has decided she wants to use art similar to that used in the Kingdom Hearts series, and the group has unanimously approved.
I will be doing the level design for this project using Unity.
Today we began our 4th prototype. We brainstormed for nearly 2 hours on ideas and their specifics, and obtained feedback from peers.
Our highest rated idea can be described with the following razor: Doom meets Beat Hazard with an element of punishment.
We have decided to make a first person shooter, that uses mechanics similar to those in Beat Hazard. To clarify, the elements of the music that the player chooses throughout the game will alter the player’s abilities in the game through modification of the gun’s capabilities. We are toying with what ways we can alter the gun’s capabilities.
We decided to use Unity for the this project. Also, because our artist is inexperienced with 3D modeling, we have decided to use 2D sprites with billboarding to simulate the first person environment.
Today we made the final pitch for the game. It was received very well by supervising faculty.
Our superiors played the game and each found it enjoyable and challenging.
Advice was given on ways to expand the game into the future, and possible future iterations of features of the game if we decide to proceed to full production.
The game fit the guidelines of the project properly, and was also found to be refreshing and fun to the modern gaming community at the University of Utah.
Today we have decided to alter the first level to reflect an easier level of difficulty by reducing the aliens’ rate of fire. This will reduce the tendency for player frustration in the game by reducing the probability of outcomes which prevent the player from being able to reach bombs with the shield due to random bullet occurrences.
We have changed the background music to a faster paced and more fun tone soundtrack.
We are preparing out pitch for the game for this coming Thursday.
Today we have a near finished prototype for presentation to the department.
We have conducted extensive play testing and have received varying opinions of difficulty depending on audience gaming experience.
We have reduced the size of the missile explosions, and added the UI elements shown on the screen above.
We also have added sound effects and background music.
Today we made many significant changes to the game.
First: We have chosen to move the cities to the bottom of the screen to achieve a better flow of the game.
Second: Instead of 2 large cities, we are going to add a continuous line of cities covering the bottom of the screen broken into destructible sections.
Third: The game will only allow 3 cities to be destroyed before the fail-state.
Fourth: We have changed the shield to absorb the bombs, and, if the bombs are absorbed in three correct locations (left, center, right), missiles will be loaded into these locations which fire in unison after a short delay following a complete 3 position load.
The latest version of the game is playable here: http://220.127.116.11:8888/
Today we have completed a simple working prototype of the game. Objects in the game are not represented by art assets, however these will be implemented shortly.
We have been struggling learning how to work with HTML5, but things are moving along.
We have decided to alter the game to include a single shield and cities on left and right side of the screen.
We are toying with ideas about powerups involving missile barrages.
Also we have decided to use explosion animations and an animation for burning cities.