Wednesday, 31 October 2012

Blog for RoGUE’s Prototype 2 – The Proposal



After watching the popular viral video of the wedding proposal provided to us. We were a little stumped, but decided that since one of the key themes of the game would be the happy wedding music that we would do a musical game. In the past, many know musical games to be like Guitar Hero, Dance Dance Revolution, Rock Band, and many more; we decided to create something similar to Dance Dance Revolution. We plan to use the wedding song used in the video “Marry You” by Bruno Mars to try and create something similar. In order to fit the time limit requirement of the assignment, we decided to find a remix version of the song that lasted a little longer and was a little more upbeat. Our game models were primarily by three of our group members, though they are not heavy on details.
The blocky human characters that we modelled were also animated with skeletal animation techniques in Maya and simply imported into Unity. One group member was in charge of collecting our modelling assets and implementing them in the level which was simply a grass plane with trees and houses.

Male Bystander
The game theme is very happy using bright colors; we also have small ball-like creatures that are supposed to represent some sort of cuteness. These will simply be bouncing around happily. The gameplay is simply the camera moving along the track of our level, somewhat symbolizing the car driving in the wedding proposal video. The player’s progress is tracked by the score in which they accurately hit the proper arrows keys on the screen, here’s a screenshot:


The controls for The Proposal are fairly simple, where the player uses the arrow keys in conjunction with the arrows that appear on the screen. Our game’s controls were derived from the game DDR (Dance Dance Revolution), with arrows that come down from the top of the screen and the user must hit the corresponding key (left, right, up, down) before it hits the ground. The player starts off with 100 points, and this is pretty much the player’s health. The game will end when the number of points goes under 0. For every arrow that is missed and hits the ground, the player loses 10 points, and for every key pressed incorrectly, the player loses 2 points. This is to prevent the player from “spamming” the arrow keys in order to get a good score, and we felt that losing 10 points is a fair amount for the player to lose whenever they miss an arrow. The player can only receive 1 point whenever they hit the right key, so they must try to get as many points as possible. As the player progresses through the game and gets more points, we added 2 point thresholds where if the player reaches 150 and 200 points respectively, the game will get much harder. Double arrows will appear more frequently when the player passes the thresholds, making the game much harder. We implemented this in order to allow better players to get more of a challenge while beginners will have it much easier. 
For the programming aspects, our designated programmers in the group learned how to create 2 scenes and to switch between them, which will be used for switching between the menus and the actual game. The programmers also learned how to program particle systems and to create them in Unity, which will be used for the arrows. These particle systems were then attached to the arrows whenever they get destroyed by the player when they press the correct key. They also learned how to create and destroy objects through code, which will be implemented for the arrows, so that each arrow will “disappear” after the player presses the correct key. The programmers also had to learn how to loop animations in the code, in order to animate all the bystanders. When the bystanders were imported into Unity from Maya, they only animated once, and our programmers figured out how to loop the animation to make them dance for the entire game. 

Monday, 1 October 2012

Week 1 – Lots of level design, concept art, and plans for the future of our game!


             Our group, called Team RoGUE, was formed mainly from the core group of friends who have been together since the first year. We have our lead game designer/level designer Edward Kwok, our lead 3D artist Christian Perera, our lead 2D artist Yang Zhou, our sound engineer Michael Kunanec, and our contractor Robert Gordon, who will be working with us for the course Game Design and Production II. Due to confusions at the start, we ended up with not having a programmer in our group, which we hope will be fixed soon as that is our weak spot. Throughout the years, Edward Kwok has preferred and excelled with designing levels for our games, as well as contributing a lot to the design of our game. Christian Perera has excelled in creating excellent 3D models for our previous games, and has been a great asset to our team in the 3D modeling areas. Yang Zhou has excelled in drawing 2D art and designing the majority of the art in our previous games, and also the majority of our concept drawings. Although Michael Kunanec is the newest member to our group, he is a very successful sound engineer who will create the music for our game and prove to be a valuable member. Robert Gordon, although a contractor, has proven to be very good in programming in the past for our group, and once we get a lead programmer for our group, they will both program the way to success for our group!

Final Level layout
Details of the main hall in the final level
For the past week our group, Team RoGUE, has been very busy trying to design a level for our game. We have come up with a very large level for what will probably be our final level, and have created it in Maya. This large final level is finalized and complete with textured objects such as lights, chairs, tables, beds, and desks. We have also designed two other smaller levels, but these are just concept art at the moment. The goal of the game is for players to collect keys so that they can progress through the game. The game will be split into 3 different levels, with a final boss at the end of the final level. We have decided on making this game a first-person adventure game, with a horror theme attached to it. We chose to make it a first-person adventure game because we believe that it will be easier to meet the requirements and easier to create. The majority of the requirements and required objects consist of items that most first-person adventure games normally include, so that was a huge factor in our decision. We plan to start on the programming aspects of our game very soon, as we have already completed our design freeze and have everything jotted down or in concept sketches.
Levels 1 and 2 concept drawing
Concept drawing of zombies to be used


That’s all for this week’s group development diary, stay tuned for more updates on Team RoGUE’s progression!