Sunday, 8 April 2012

Week 12


         A surprising problem had come up, in which a certain sound began to continuously loop despite being set to run a single time. The problem was quite persistent and had taken up a further few days’ worth of effort, but was eventually solved. Now our game is more or less complete. Our game is titled Medium Rare; the player will take control of a single alien whose direction they can control with the ‘a’ and ‘d’ keys, and move forward to the direction it is facing by pressing the ‘w’ key. The player must chase down cows that will move away from the player, while running away from evil aliens that will move towards the player once they are within a certain range. When the player is close enough to the cow, they can press and hold space to beam up the cow. Once the player beams up all the cows without being caught, they will win that round. Currently, we have a second level included for an additional challenge, where the cover of darkness is only lit by a light that lights the area in front of the player alien, in the direction that the player is facing. The first-person view available in the game will come in far handier, as the range of the light reaches longer than the third-person view, allowing the player to seek out cows in the darkness and avoid dangers in the distance without getting too close to them. Most of the various and numerous problems that had plagued this project had been ironed out, and we hope to be able to finish all the reports and other requirements before the due date.
PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Week 11


          The last week was a terribly busy one. The non-digital paper prototype of the game that was being developed since week 10 had taken up most of the group’s time and resources, not the least of which was the problem in confirming all the rules of the game, which had to be written almost entirely new since the current gameplay does not convert accurately to a non-digital format. The other problem was in preparing all the sounds, which were formerly set back on the schedule due to their limited immediate concern. However, with the due date fast approaching, we had to scramble to obtain the appropriate sound effects and music for the game. Moreover, there were arguments on which music was the most fitting for our game, further dragging on the discussion. Eventually, the differences were sorted out and we were able to decide on all the sound choices that would be included in the game. In other areas, quite a few of the former problems were dealt with, including most of the remaining texturing problems, modeling problems, and most importantly the problems of light directions. With the major gameplay issues solved, it is now a matter of cleaning up and preparing our reports to meet the deadline.
PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Sunday, 25 March 2012

Week 10


          As you may already be aware our game in development is titled Medium Rare. The player takes control of a light hearted alien who vows to beam all the cows on Earth to safety in order to save them from a fate that would inevitably include BBQ sauce. On the side we have begun building a board game that reflects this general theme. Our concept utilises a square shaped board similar to monopoly with a UFO home base on opposite sides of the board. The game is intended to be team based (Good vs Evil aliens) and can at this point feature head to head or 2v2. Additional players can participate if additional cards are added to the board. Located around the board are two primary types of spots. These are barns and chance cards. Landing on a barn will allow you to draw a cow from a deck in the middle of the board. Cows are the main source of points and must be collected at your teams UFO. Before you can claim the points and put the cow on your UFO however you must either tame it (Good) or slay it (Evil). To do so any player on your team may sacrifice a turn and roll a dice for that cow. If successful the cow is loyal and may be banked for points by going to your UFO but if you fail the turn is wasted. There are many cows in the deck some harder to make loyal than others but the more difficult the cow the bigger the points so players will have to choose wisely when to roll for a cows loyalty. Chance cards allow players to mix up the game by stealing or losing cows. Some cards may let you beam a cow to your UFO while all the way on the other side of the board or make a cow loyal without risking a roll of the dice. To navigate the unidirectional board and obtain cow cards and chance cards the players will roll two six sided dice. It is important to note that each character has three health if you fail a loyalty roll for a cow, are landed directly on by another player, or are affected by certain cards you will lose a health. Lose all health and you will have to spend three turns in the hospital! The general idea for the game is ironed out and we are hard at work ironing out the kinks and balancing the game perfectly. Art assets are already underway and the board mechanics finalized. We hope to commence play testing by the end of this week so that we have ample time to polish the game.

PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Monday, 12 March 2012

week 9

             Continuing on from the last week, it’s been tougher trying to incorporate the few new things into our game.
While utilizing shaders and textures had proven fruitful in creating our levels, and the fog effect has been managed properly, the night-time level has proven more difficult than the others. The light (which is done through the shader) is able to move in proximity to the player character, but it seems unable to rotate in the direction the character is facing. Moreover, the intensity of the light begins to decrease when the player character moves away from his starting location. Simply making the game run at a faster pace did not turn out as expected. While the game now runs at a proper speed for most environments, it still remains rather difficult to control and especially turn properly. This is only a minor problem however, and adjusting game speed may be an option included later.
While sound has successfully been implemented into the game, there is still the matter of recording and including various sound effects which are required for our game. As the midterms have finished and the deadline is fast approaching, we should begin to consider our method of recording and editing, the former more imminent than the latter. The animated cutscene and the game trailer is coming along smoothly, and we have begun to draft up rough ideas for our game prototype (again, a requirement for our course).

PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Wednesday, 7 March 2012

Week 7 & 8


We’ve been a little busy with work, but we finally have an update after a couple weeks. It’s been tough trying to incorporate a few new things into our game.
 First of all, we’ve added some new gameplay conditions. This meaning that we’ve finally been able to add some new levels! Using the addition of Shaders and Mudboxed textures, we are able to implement textures into our game rather than simply having solid colours of a particular shade. In one of our new levels we’ve added a fog effect which makes it harder for the player to see things like enemies and cars. Another new level takes place in a night time, where the shaders also take effect. This brings the players a new experience and challenge.
Another change that we’re currently working on in terms of the games features would be making the game move at a faster pace. We feel the players will be able to enjoy the game if it went a lot faster. The player can also choose to redo the level or move on to another level once they’ve completed or screwed up in the one they’re currently playing. A few new controls have been added assigned to a variety of different keys. Though they are little things, they are design elements that we feel will make the controls more user friendly.
Sound has successfully been implemented into the game and we believe the graphics needed a little touch up. While Ed and I have been working on the models, I have also created a Logo and a new texture for our farms grass. This new texture was created from scratch in Adobe Photoshop. We are currently still working on updating the model styles, though at the moment we are not finding it a huge priority due to the fact that we need to fix up the textures for some of our models. Over the next couple weeks near completion we plan to complete our animated cut scene and game trailer as part of our requirements. That’s it for this week.
-          Christian Perera (100343813)

PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Wednesday, 15 February 2012

Week 6 – Animation & Code Clean-up

Christian here, 6th week of our workshop and slowly but surely we’re making progress, as mentioned in our previous posts, our coders are heavily at work on cleaning up our code. This has not entirely outshone the idea of new code being implemented. Since our code we’re primarily developed last semester, there is not a HUGE deal that we are focusing on at the moment. Right now our programmers have been working with some sounds and graphics. Our main focus for this week on the modelling side was the cut scenes
The modellers of our group, myself and Edward, have currently been working on updating the art styles of some of our buildings and models. We’ve also been working on intro cut scenes for our game, which will provide some of the players with a background story of our game, and not simply just jumping into the game like our prototype. This will somewhat make the game more interesting since they will be able to connect with some of the characters like most of us do in video games.
Currently, we have created 3 cut scenes roughly, which we hope to implement into our game trailer as part of our requirements for this semester. So far it is looking good, since we’ve been working hard with Adobe Premiere and Maya to create some cool stuff. Our cut scenes are looking great because we’ve added some cool camera movements. I have also created all of my textures in photo shop so everything is pretty much original; I believe my group members have done the same. Within the next week or so we hope to get started on our game design document, since we are getting a big idea of what direction we’re going to be heading in. A logo has also been developed so now we can properly show off the game, hoping to implement a menu system pretty soon…
Reading week next week...we may not have much of an update for next week. That’s it for today.
PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)

Thursday, 9 February 2012

Week 5 – still about our Game Development Workshop…

Seonghyun and Shing here, and we are currently at the fifth week of our course. Building on the goals mentioned last week, we have managed to implement the basis of sound into our games. Although the code will allow us to insert any sort of sound that we will require in our game, to meet the course expectations we will still have to find/record some sounds and modify them – which will be done in the coming weeks, though it is not an immediate concern. Since this code was written wholly new, it is generally unrelated to the current code streamlining problem, which currently still plagues our code. In fact, attempts to fix it have somehow seems to have made it worse, causing the game to run at lightning speeds without any limit, resulting in a game over moments after beginning play.
Another achievement is the development of the trailer, the models and animation produced with Maya which can then be turned into a video file through Adobe Premier Pro. While the sound that will be used in the trailer has not been decided yet, test compilations through sample sounds have already achieved success.
Although both of us are new members to this group this semester, and did not know the full process of how the code was developed, it was quite apparent from the first glance that the main code was very inefficient – even though most of them are organized into sections, the sheer volume of the junk code makes it difficult to find all of them to fix it. As mentioned last week, the process of transitioning into arrays and loops is an ongoing process, though unexpected problems arise from it, and will need to be solved. Although our main focus was on sound and graphics, since both of us are working as programmers for this game, it is one of our main problems that we will need to solve.
All in general, we have made satisfactory progress in some of our critical requirements for the course this week, but the biggest problem that we face is still in progress. That is about the end of this week’s report – the next report will be at next week, as always.

PROJECT OZ
Christian Perera (100343813)
Edward Kwok (100368569)
Joseph Tuffner (100393724)
Seonghyun Lee (100425275)
Shing Hei Yee (100419025)
Yang Zhou (100382767)