Monday, January 31, 2011

The programming

well I have worked more with the GUI and also found a post for a grapple gun. I read through it and think it is possible but need to work with it and prefect it.

Sunday, January 30, 2011

Angie: Week 4 Report

I've just been sketching up character concepts and doing a couple color concepts for them as well. Wesley, a villain for Anarkitty, was created this week. He will probably get more concepts as the project progresses. I also worked on testing out a shading style that may or may not be used. I need to do some more visual images for the goofy side of Anarkitty. And begin piecing together the Art Bible soon too.

Thursday, January 27, 2011

list, list, list, doc, doc, doc, art, art, art

Well, we're really beginning to break things down and build the initial game.
Even though at times I feel like we have more art than our body has room for, we need more! As for my end, I've been compiling lists, over-viewing documents, creating storyboards, and trying to create some character/enemy concepts.



I plan on at least getting one of the 3 rooms done of our level sketched out.
Having more concepts of the environment, characters, and just about everything give us more time for our brains to start vomiting up more awesome ideas!
:D

I'm glad to see that everyone is really focused and determined on this project! It really makes all the hard work a very enjoyable experience! Thanks team!

Paws/Pause ;p menu







Rough layouts. Planing on using the ESC button to go into the PAWS menu and exit the PAWS menu. So I nixed the "return" button, and just placed a simple back arrow in the bottom left corner to turn back a page if you are deeper in the PAWS menu.

Tuesday, January 25, 2011

Sunday, January 23, 2011

popularity spreading!



So, we're creating fan pages all over the interwebz!
Angie has uploaded some art and created a fan page on Deviantart!
If you haven't checked it out i'd strongly recommended it!
Our logo has become the most viewed logo on the site within the past 24 hours!
Go team!
:D

Friday, January 21, 2011

Theft Alert!

We should toss the Copy Right code on the bottom of all our work. Just to be Safe. If we're making fan pages and stuff. Anyone can see it and take it and there would be nothing we could do about it.
   
©Copyright symbolALT + 0169                                              


Fan page

I agree!! 1000%%%%%%%

Closing Group, Adding Fan Page

Dear Team,

Chris advised closing the group and opening the fan page instead because we didn't have a lot of control with the group with people posting things and comments and it was getting out of hand. There was a bit too much anarchy, har har. But anyways, I'm shutting down the group momentarily and add the fan page instead. I've already made you guys admins, except for mike because I'm not friends with him yet.

Also, be sure not to spam people with friend suggestions. Just add a few good friends who you think will like it and spread the word here and there. We also made a wordpress: http://anarkittygame.wordpress.com/
This will be for the public instead of this development blog. It will be for game updates instead of our team business. Chris said we should link that back to the facebook fan page and that's how people will be informed of our updates.

-Angie

Coding status

Well as now I am going over lots and lots of tutorials. Sitting in on a class that Chris teachs on coding in unity is also a huge help. I have touched on physics, particle and lighting effects. The GUI, which handled the game hub, also has been attempted. And last I also have looked at tiggers. Next on my list of things to look at are the start menu. after hashing out details with the team some more fine tuned mechanics were established, so I know something to focus on and hope to have running by end of next week. For this weekend it will be research for other 2.5 games to reference for core mechanics.

Thursday, January 20, 2011

Menu Concept

Ok, just posting for the sake of posting. Input? Ideas? It's a start.

level up?

So, since our last presentation we've made some adjustments to just about everything we've had. A clean up logo, the theme to our powerpoint, and much more art.
Also, we created a rainbow presentation!

Overall, I'm really enjoying the direction this project is going.
I am a huge fan of both 1990s cartoons, and comic book art.
Everyone is so gun hoe to make this the best project possible,
and its very refreshing having so many people who want to make this happen!
With such a motivated team I think this is easily the most excited I've been about a project! :D

As it comes for me, I'm going to try to work on quite a bit of things.
Just today alone, I need to find a happy median when it comes to presenting.
I also plan on trying to get some design documentation done, and create some concepts for one of enemies!

LET THERE BE ANARKITTY!

Status Report: Angie Week...3?

I think it's week three. Er, close enough.

There's been quite a bit of progress since last week, the team is really working together on some awesome concepts, logos, etc. Our next step is digging into the Design Doc and fine tuning some ideas for Anarkitty mechanics. Personally, I'm having an obnoxious amount of fun with this art style. It's quick and colorful, and I can get pretty goofy with it. That makes me happy. People seem to be getting excited about it too, not just our own enthusiastic group, so that's really encouraging! :D I'm going to dabble in some visual image concepts this weekend. Still working on color concepts for him, but the black, white and red theme just might stick. To say that I'm looking forward to this game is an understatement.

LET THERE BE ANARKITTY!

Presentation thoughts and progress




It feels like our second attempt went a lot better then our first. Joe was a lot more organized with is speech and our powerpoint was a lot more pleasing too, good job everyone! I'm going to keep drawing sketches of evil CEOs and evil scientist until something clicks. The CEO is definitely going to be a huge fatcat type character, constantly smoking cigars, wearing an obvious wig. The evil scientist will definitely be tall and lanky, probably a pointy beard, monocle , and some other cartoony physical traits. I'm gonna whip up some more sketches of both characters.

My Weekly Status

Well after contributing at the request of group members to work on the Logo for the PAWS corporation I find myself with a little time on my hands to go through some mental thoughts about the flow of the level and to try and research through other games of this type for some possible player level interactions. I am going to flow chart a tutorial level over the weekend.

Wednesday, January 19, 2011

Tuesday, January 18, 2011

PowerPoint

Joe, for the Big Blue PAWS symbol, Instead of  putting LETTER "." P.A.W.S You could just make the toe circles with a letter inside each circle. Just throwing out ideas.

Logo/Cover/Slogan???

In my logo concept  i was thinking since this is a stealth hide in shadows game that i'd make Angie's kitty sillouetted in shadow. Joel said put it on a branch... then i tossed a building behind it. Now it doesn't look like a logo anymore but instead more like weird cover art. To be honest, i like the boxy Text look that was already thought of by.. Angie? Joe? I'm assuming Angie but I could be wrong. My text in this is just place holder text obviously.

April, here the reference site for all things UNITY CODE

http://unity3d.com/support/documentation/ScriptReference/index.html

Sunday, January 16, 2011

Kind Of Late But

I'm excited about where this project can go. Right at this moment I and thinking and sketching out logos for our paws corporations. Ready to start modeling and I think our Dark Wing Duck / Swat Kats  theme is really going to work.. 

Thursday, January 13, 2011

Status Report: Angie

It has begun!

I've been drawing out concepts for our main protagonist Anarkitty. After reviewing some, Chris suggested taking a look at Darkwing Duck. From there, the art style has morphed into a tribute to 90's cartoons. Darkwing Duck along with Swat Kats will be our main inspiration. Although we are also looking at other cartoons. We're going for a wacky, slanted feel for the backdrops and assets.

We're aiming for something different with the cutscenes. The style is going to transition from one style to the next between gameplay and cutscene, without losing the overall theme. Anarkitty will be narrating during the cutscenes, and they will take on a more comic book, still frame animation role (Swat Kats). Gameplay will be more cartoony and goofy.

I'm going to continue drawing out concepts for Anarkitty as well as design some animal villains while Joe works on the human villains.

Here are some early concepts:

2D artist #2's blog


Hey everyone, Joe here. After figuring things out in greater detail as to what some of our first job will be, my first job is creating human enemies, the mid, and last bosses. For the basic human enemies I'm seeing basic mall cop enemies near the beginning and eventually more well armored swat like guards when you advance further into the level. For the mid boss we agreed on a CEO type character, who's really top heavy, has an ice cream cone type shape body, and is smoking a cigar. For the last boss, it is going to be an evil doctor/scientist type character. a really good example of what I kind of want him to look like is Dr. Zalost from Courage the Cowardly Dog as a base idea at least. That's what I have to do so far, that, and also get five quality frames for another class.

plans

Well, as it stands we're at a stand still for the type of game we're going to build.
A 2.5 platformer has been discussed with the team as a whole.



Though I am all about creating a 2.5 platformer, I am trying to figure out how we can go about creating stealth into the game. I found a game relating to platforming that uses stealth.




I think this is kind of gameplay element we could use for our game, I know its hard to get the idea of the game just by the screenshots. I would strongly recommend checking out the game itself.

http://www.brothersoft.com/games/trilby-the-art-of-theft-download.html

Our lead level designer began working with UDK and was able to make a top down shooter. Though I enjoy the top down shooters, we would have to make the game just that a top down shooter. No stealth would be able to be implementing very well into a top down shooter.



As for the art style I have been bouncing around ideas with one our concept artist's. And since our game has a pretty silly feel to it anyways, we've discussed a 90s cartoon theme. Along with that, Unity has a toon shader plug-in that is already built in.





Lets get this rollin'!

What I've learned

Well the link I posted has been use full. I can pretty much control things via the GUI. Lift, right left, push, rotate, scale. Now I'm off to learn the next then, Collision Detection!!!!

Then who knows what I'll learn by end of the night will be spending a good 5 hours on tutorials.

keep me posted on what mechanics need focused and I'll keep you posted on what I have learned!!!

Tuesday, January 11, 2011

Well You Go Programmers!

I will have to take the home school method to UNITY! I found a way to do top down in UDK by attatching a camera actor to the player through kismet! No front end programming or anything difficult........ Maybe top down instead of 2.5D. Top down does not lose the 3d aspect of the game either...... I was experimenting tonight and will bring a demo of it on thursday for the group to look at. Gives the game a vintage Contra look.

Arthur aka "GetoCowboy"
Level Designer

flash and unity

Well if this helps easy anyones mind about the unity and coding I found this link.

Hi Team!

FIRST!!! I'm learning about unity.. and I can't learn about it with out accidentally learning about how to program for it.