Matt Wilkins.
Harrison Walker.
Adam Jordan.
Katie Whitefoot.
Ryan
Adam Bickley.
This is the blog recording what is happening throughout the design and implementation of our game from beginning to end this is a year long project where we were told to make a non violent video game it can be on any theme excluding inappropriate themes that would be unsuitable in a video game that would most likely be played by young children or non violent genres.
for the first couple of sessions we started by compiling non violent game that we think are interesting after much talking we settled on creating a 2d platform physics puzzle game.
a mind map we made were we took games that fit the category and genre we chose and looking at what makes them a good game and why.
During the next couple of sessions we will focused on the overall plot of the game and what the game entails.
currently we are experimenting with the idea of having a sketchy design where its black and white and hand drawn and we researched this by taking references from similar games like the bridge but overall we decided to use colour to make the game more interesting
now we are are looking at ideas for a main character a first we decided to have a masked man with not much story or background but we found that too generic
then we looked at non human characters and decided to have a blog type creature that changes over time and becomes older and more human
here are the concepts we came up with for the main characters.
we also started looking at how he would go around the level and decided that the characters shall not have an ability to jump instead an invert gravity and influence non static objects around him this game mechanic creates a wide range of game play and puzzles to explore.
Written description of the game: The game is a platform
physics based puzzle game revolving around a alien (not human) blob escaping from a laboratory and discovering he has the power to influence gravity throughout the game the
blob slowly discovers humanity and begins to evolve and grow into a more human
life cycle going from a baby to a elder then finally dies just like humans does along
the way he goes through different levels and environments a learning as he going through the story.
currently looked at what kinds of environments there will be and hat kind of enemies will be in those environment currently we have ten ideas of the environments we should use in those environments there will be themed enemies based of those environments for example in the cave their would be a cave dwelling creature like a bear or a cave bat. here are some concepts for he enemies we have so far
(0) Prologue
Cut scene Lab-blob
(1) Cave-Baby
(2) Forrest
light medium dense-Baby
(3) Village
fields outskirts heart Child
(4) Town
modern sleepy dense-child
(5) City
depressing reality future raining dark/alternate ideal future utopia 1960s dream
-Adult
(6) Interior
family environment house-Adult
(7) Garden-OLD
(8
) Graveyard END
Adam and Jordan working on the mechanics for the game and HUD assets.
Matt Wilkins working on game mechanic and implementing assets into the game
Ryan working on character animation and in game animations.
Katie Whitefoot working on visual assets and texture creation.
Harrison Walker working on game development and documentation throughout the project.
After coming back from the Christmas holiday we are staring to go into construct and creating the mains game mechanics such as its gravity altering physics etc so far we have done the gravity mechanic and the camera however we are having difficulty with the camera. the camera for the first level will have a panning type mechanic that segments the level into different parts this will only be for the tutorial level the rest of the game will have a following camera.
here are some assets that we will be implementing into the game
rocks.
) Graveyard END
Adam and Jordan working on the mechanics for the game and HUD assets.
Matt Wilkins working on game mechanic and implementing assets into the game
Ryan working on character animation and in game animations.
Katie Whitefoot working on visual assets and texture creation.
Harrison Walker working on game development and documentation throughout the project.
After coming back from the Christmas holiday we are staring to go into construct and creating the mains game mechanics such as its gravity altering physics etc so far we have done the gravity mechanic and the camera however we are having difficulty with the camera. the camera for the first level will have a panning type mechanic that segments the level into different parts this will only be for the tutorial level the rest of the game will have a following camera.
here are some assets that we will be implementing into the game
rocks.
After much trial and error we have fixed the camera and are now working on the animations for the characters and enemy next work we are planning on creating back ground and textures meanwhile another will work on the level design.
We have now begun animating the main character models in after-effect. Meanwhile we are still working on the background and textures for the main level.
As for the main game mechanics we are almost finished them we have the main camera settings finished the main character gravity physics and objects physic. we are still working on the enemy AI. Meanwhile Katie Harrison and Adam are creating visual assets for the game for example door textures rocks etc meanwhile Matt and Ryan are working on the animations for the enemy's and the environment while also working out the creases with the main mechanics Of the game.
We are back from half term and and now working much faster to get our game finished we are now designing future levels and finishing some from the first level currently we are imputing danger assets for example spike traps and pits in order to make the game more challenging but non violent much like the Mario franchise.
currently our team members are working on:
Harrison walker creating intractable visual assets
Katie Whitefoot creating textures and background visual assets
Adam Jordan applying textures into construct 2
Matt Wilkins in construct 2 creating the level design in conjunction with various team members
Ryan continuing with creating and finalising character and enemy animations.
After taking a short break because of other projects being marked we are still continuing at a steady space getting the level creating and imputing the textures and visual assets into the game currently Matt Wilkins is putting in the spikes for the danger blocks that will kill the character Adam Jordan is working on placing the texture in game such as the main floor rock texture for the cave. Katie Whitefoot is creating tree visual assets for the next level of the game. Harrison Walker is creating visual assets such as door and moving platform for the game finally Ryan is working on the character and enemy animations the moving animations and the idle animations.
this week session we their is no change in the roles that we are currently undertaking Harrison is how working on level creation the rest of the group is continuing as planned.
This week we are making fast progress compared to previous week Ryan are nearing the completion of the animations for the main character and animations for the enemy. Adam has completed the texturing for the first two levels. Matt and Harrison has mapped out and added game mechanics for the next forest level and Katie is continuing to develop and produce visual assets for the game currently working on the textures for the various elements for the forest level.
We have also produced concept art pages to display the various assets on each of the environment areas.
Here is the first concept page The cave.
The second concept page The forrest.
similar to the cave with exception to the texture giving it a more wooden natural look to it compared to the metallic industrial of the cave.
Because of the final major projects the group has not been able to continue with much of the game making as a result we have fallen far behind on the completion and with the deadline date in approximately one month it will be difficult to have a complete game.
Because of the maths group completing their course we have gained a new member for the group adam Bickley we will be helping with the concept creation and asset design.
here are some concepts for the third level of the game the village, it is designed like a rural japanese village we decided on these designs because we feel it will add a mystic elements to the level as well making the level look exotic and different.
we are having a night level because so far the outdoor levels have been during the day so having a day and night rotation gives the impression of progressive time.
Because of the timetable changes to the amount of sessions and their times for each week we have been doing our respective parts of the group project individually and then sending the assets to Matt and Adam Jordan who will apply them to the game. we have also created multiple back ups of the games at different stages in case we encounter any problems and need to load a previous versions of the game.
we now have one final session before we must present the game by then we should have a workable version of the game our main priority for our group at the moment is to get the game to a presentable finish. for an evaluation and a outlook about what we can lear from as a result of this challenge is the importance or constancy throughout a game as well as dedication to the area of the game you are making.








