Tuesday, October 23, 2007

Here's a link to all the flash and work/actionscript files: gd_285_work.zip.

The Final Skanky Dred Freds

Wednesday, October 17, 2007

DVD Labelling



here are the finished images i made for packaging our game as well as the updated cover with changes that were requested by the team. (the outline around the characters)

also i have finished the disc surface design and it is ready to be printed once the final disc is ready for hand-in.

Tuesday, October 16, 2007

Bug

umm.. one of the items - the bong - shows up in the incorrect room (Freds instead of Simons). If you walk out of the room and walk in again it reappaers in the right place.
Will fix that tomorrow too.

Latest

Put in some weapons now. They still need a bit of tweaking. Suggestions anyone?
Stevie mentions playstation fire dodge... at the moment if you are in range you automatically get zapped even before the projectile hits you. I will have a bash at fixing that tomorrow, and adding the final weapons.

Thursday, October 11, 2007

Latest Movie

Here is the latest clip. Cleaned up the character selection screen and added Stevie's background pics. It looks great!

Functionality

Hi guys,

Thought I'd write a list of stuff that we need to do in the next two weeks, just to check that we are all on the same page:

1/ Intro Movie Clip (backstory and game/key instructions).
2/ Character Selection Screen, tidy this up.
3/ Weapon Functionality (hittests, damage etc).
4/ Game Time (countdown - 90 secs).
5/ Character Depth Management (foreground/background).
6/ End Game clips. We didn't really discuss this much but I thought it would be good if we have two. One for when Skanky wins, and one for when Simon wins.
7/ Sound, sound effects. Background music. Stereo functionality.
8/ Room personalisation. A bit more work there I think. Greg talked about making the rooms look a bit more grungy - like a student flat.
9/ Interactive room items. Weapons etc need to be hidden in cupboards etc. How do we identify/disclose interactive items graphically to the game player so they know they can use them.
10/ Distinguish between characters when they are both in the same room (i.e. which one is yours). This could be done by opacity or character auras etc...

That's all I can think of at the moment. Let me know if i have forgotten anything or if anything needs amending.