Wednesday, June 4, 2008

Progress report




















So it has been just over a week and we have made great progress. on the programming front we have the physics engine tied in with our platformer engine so we have solid body dynamics working in game. can currently script things like rope bridges and catapults with the editor. we also have a charter magic test bed up and running with runes linking and activating upon there own activation conditions.

Things are a little slower on the art front, but as you can see we have the main character designed and a run animation for her.


for the rest of the week we will be getting more art done. A color scheme will be decided upon and we will be animating the slide and jump animations. Chris will be finishing up integrating the physics system as well as writing a state and animation manager, while Sean will be finishing up the charter magic test bed.

Monday, May 26, 2008

And so, it begins...

Looks like everything we set out to do in pre-production has been completed and we're on track to start full-bore today.

Screen Shot

First screen shot showing Andy's placeholder recoloring/leaves and Wade's tree/ledge:

Sunday, May 25, 2008

Meeting Notes

Boss battle idea

  • Necromancer boss
  • Survive six of the seven bells
  • Astarael takes everyone into death where Abhorsen waits to rescue the player and banish the necromancer
  • After each bell a wave of zombies
  • Each bell may be interrupted or rung
    • Interruption gives the player time to prepare for zombie wave
    • Successful ringing casts a detrimental effect which has a significant chance of causing the player harm indirectly
  • Art concerns (too much!)
  • Boss battle will improve the game greatly, but time will be a factor

Chase scene

  • Example of mirrored level design
  • Run from Mordicant
  • Battle Mordicant
    • Fire melting ice to defeat?

Charter Marks

  • Much discussion on how many to include
  • Spells should be aimed with mouse
  • Propel mark for force in direction of cursor
  • Symmetry in level design should be mirrored in mark effects
    • Tree "circle of life"
      • leaves set on fire with fire
      • fire put out with ice
      • leaves regrown with grow

Physics

  • Built-in Torque physics are insufficient
  • Use Box2D instead (C# port Box2DX)
  • Integration might be challenging without Torque source
    • Builder collision editor requires T2DCollisionComponent
    • We can parse collision vertices and replicate in Box2D
    • Turn off Torque collision, but still there to hold data

Concept Art

First piece of concept art by Wade:

Thursday, April 10, 2008

Under Construction

We're currently in pre-production.

Stay tuned.