Tuesday, 29 November 2016

BA2a - Week 10 Summary

After our reading week, we had a game jam where we had to complete a game in one week. The word we had to work around was boiling point, so in our team of 5 we decided that we were going to make a brawl-type game about bear chefs who are trying to stay out of the 'boiling' water by fighting each other. Its a 1v1 pixel fighting game, where each player chooses their bear out of a choice of five and then fight by hitting each other with weapons until one of you falls into the water and the game ends.

We all decided at the beginning what each of us was going to do for the game we were making, and I had making the pixel characters and animating them. Everyone in our team drew their bear design, and I made that design into a pixel design before animating them.


Above is the bear I designed, a Giant Panda named Wok-Da due to him using a giant wok as a weapon.


And above is Wok-Das sprite sheet sheet, where he swings his massive wok to fight.


 José the communist polar bear who swings a meat beater and is covered in blood.



Bearnt, a burnt black bear who is on constantly on fire and uses a torch.


Bear-BQ, a koala bear with tongs ready for a BBQ.




And Daddy, the brown bear who uses condiments as a weapon.


Friday, 25 November 2016

BA2a - LOST.DOG Sell Sheets

These are the sell sheets I made for the 8 week indie dev game I made, LOST.DOG. I stuck with the colour scheme of purples and pinks, as my game contained mostly those colours. I am proud of the way it looks, and feel like it thoroughly shows off my game.  


Thursday, 24 November 2016

BA2a - Week 8 Summary

This is the blueprint for the clues, with each one having the same coding except for certain elements. I managed to sort out having the flipbook playing when sniffing etc. 




These are the finished clues, the two at the top being for sniffing and the two at the bottom being for looking up. They're UIs which  pop up when the right key is pressed.





I decided to add a teleporter into the game, because it would make it easier to get back to the start. 







To make the story more clear, I added some text at the beginning of the game that comes up above the dog as if it were thinking, and also a picture of the owner comes up









I also added an end game UI, which pops up when the player passes a certain point and the camera is removed from parent.





This is another moom animation i made in maya of moom wiggling his hips and foot as if he was listening to music.






Friday, 18 November 2016

BA2a - Week 7 Summary

I also decided that the easiest way to do the underground tiles is with a tilemap as seen below. It means that I can use the same tilemap wherever I need it, and if needed I can expand or decrease it.



I also sketched out a design for the first part of my level, thinking about having a very large tree that you climb up with platforms. I was thinking about how to make it clear that there is a way to go that you're not supposed to go down.

I made the tree very large so that it could be scaled down and made any size that I would need.



I also made fireflies to add to my game, to add ambience to the forest. I did it using particle effects and materials. Also made the clues have this effect, so it fits in with the theme.




Below is an animation of the moom I animated in maya of it walking.