Monday, February 28, 2011

Rigged and Ready for Action

 I did a paint-by-numbers in photoshop. ^^

Week 8 Status: Angie

Just working on the storyboards this week. Finally finished up the rough sketches for the intro cutscene and we were able to get it in Unity. I am still irked that we couldn't use After Effects because of the Quicktime issue on the school's computers, but whatever. Still works. Hopefully will get started on the next cutscene this week, unless we decide to have a fully polished intro scene for the end of this term. If that's the case then I'll just focus on that.



Saturday, February 26, 2011

Grapple gun and code

Well we have the gun hooking and working all the time. I am working on the camera position to work better so you don't see trough the ceiling. Also I am working on the gun not being able to shoot all the time, just on spots that would work at lights.check out the fraps video on vimeo site. Go to vimeo.com and search Grapplegununity. If not show you tuesday.

Thursday, February 24, 2011

roundin the corner

Well, we're coming around the corner to the tenth week.
We're pretty much out of the blue sky, and making our way towards production.
I'm hoping for Anarkitty_Alpha we're able to get at least the rough cut-scenes and some of the assets placed inside the engine.

Though, we had plans to work our cut-scenes through after effects and dropping them into unity, thankfully with some friendly neighborhood spidercape help we were able to found some code that would give almost the same effect.

2 weeks left guys! I'm more than positive we can get this prototype looking fairly good before we hit the ten week mark! With having our main mechanic basically in check, and our main character almost entirely rigged. It's just building the areas, and getting everything together!

Cartoony gerbil inbound



Here is a cartoony idea of what the gerbil should look like.

Tuesday, February 22, 2011

Update on the second set of storyboards

I will have the next set of storyboard panels up soon. I just need to fix the angles and some art on a few panels. The two storyboards this time are Anarkitty breaking the gerbill out of a cell(serious version.) The angles were all over the place for this, Joe couldn't tell where the gerbil was at first, and what Anarkitty was ripping out; so I am going to fix that. The second once is Anarkitties encounter with Wesley. The art needs to be touched up and some angles need fixing, particularly when Wesley is being punched through the ceiling, out of the building, and into the moon, for now at least...a good villain never dies.

Week 8......

This next week should be pretty good to get a solid level map worked out. I have been hard racking my brain on my spare time (as family responsibilities permit) to get up to speed on UNITY Level Design. I have starting to follow a series on 3d Buzz.com that walks you through the entire process. If a final list of assets is available I would like to have access to it and preferably have them grouped by location so I can visualize the placement and try to get some type of player interaction sketched up as well. Thanks and that is all I have for now.

Yes we have lift off!!!!

The grapple gun works and move anarkitty, but need to fine tune. it will only do it at that one point and at anytime, working on more today.

Sunday, February 20, 2011

Status Week 7: Angie

Finished up the vision image this week. The team has started some hardcore 3D modeling, which is evident in the posts below. Thanks to Storyboard Joe and Script Joe, I've been getting started on the cutscenes. I have six panels roughly sketched out so far. I need to dive in and research how they would work in engine. I have a vague idea of how to do it, but vague idea + code + me = next to nothing really. I'm hoping the friendly Unity forum area will be able to help me out.
Finished Vision Image

Panel 1

Panel 5

Thursday, February 17, 2011

RAWR!!! ANARKITTY!!


Here he is. In all his glory but with out his cape. so almost all his glory.

progress!

Currently, things are moving quite well!
And I am really pleased!
We've just about got our main character modeled and rigged,
on top of that he's got his hand dandy yarn-gun!
Now that we've got our basic code down, once we get those models in we'll really be cruising!

I'm hoping on Tuesday I'll be able to get a better idea of what we want to do for the Final level map. And once we get the final map, or at least a general idea for the final map at least into the design doc.

I've been making assets for us to place into the engine, and I've currently got the conedog modeled. I'm about to start rigging it, but I'm totally going to wait till Tuesday for some feedback. Because, I know the models isn't beautiful. But! He's roughly only 500 polys which isn't too shabby!



Also, I did model the head too!
Regardless, I'm glad the progress we're making guys!
It's seriously amazing seeing this project slowly, but surely coming to life!

Where oh where is the code

well the code is so so deep you can't read it. Not really, just playing. He has a gun and it shoots, in an upward ark. The next thing is the trigger for the hook and transform the player position. Hopefully it will happen tonight.

Tuesday, February 15, 2011

Posting all the panels I have done so far






Yarn Gun Almost Finished

Now just working on making it look pretty.

Week 6 Status: Angie

Little late on the blog this week, but I'm here to update!

Anarkitty is really coming along with help from everyone. April has been working hard with the code and I was all sorts of excited to see the sidescrolling camera in action! As for the art, Joe and I are working on asset concepts for the major and/or complicated objects in our level. I also worked on the vision image for the cartoony Anarkitty over the weekend. I'm working on the fully colored version still, but here's the black and white:

And of course a big thanks to Chris for his lovely concept sketch, haha:
First Anarkitty fanart? :D

Sunday, February 13, 2011

Progress Progress!!! We Have side scrolling!!!

Just let everyone know we have game set up for side scrolling!!!!!! Camera follows Anarkitty and we just have to touch up speed for Anarkitty and jump height. Got to love it. will post video later.

Thursday, February 10, 2011

documentation and modeling

So, as it stands on my end. I've been typing, editing, and adjusting all of the documents. I've got them all basically about done, just waiting on art, or maps, or other things that are needed for the game documents.

I do plan on writting some scripts for the cut-scenes and the beginning intro.
I'm hoping once I get all the scripts situated then we as a team can rip it apart and make sure everyone is on the same page before we start getting full storyboards and finalized pieces for the cut scenes.

Also! I know this is a lot of text, but I'd like feedback from you guys to know if this is how you saw the game play out. Because, a walk through is needed for the game design document.

Written Walkthrough:
Once the game starts move anarkitty forward through the lobby. While moving forward you will be given the option to crawl under objects, wall slide up against them, or jump on top of them. When attempting to go through the first door you will come across a camera guarding the door, and you will be given two options. A). Wall slide up against the back wall and avoiding any contact with the camera, or the other option is when the camera lights up you will be able to Yarn Shot it allowing you to run past for a short period of time. After sneaking past the camera you will be able to get into the HR room of the building.
When you have arrived in the HR room, you will need to use the Yarn Gun to hook up into the lights to be able to get on top of the main table in the room. When walking across the table you will then see a gerbil in a cage which will trigger a cut-scene. When the cut-scene loads up the gerbil will tell you that it has been trapped and needs to be set free, and will explain to you how to do so. When the cut-scene is over and you are back in control you will hit the action button to release the gerbil. After releasing the gerbil you will continue to the right to leave the HR room. There will be a guard sleeping with his legs propped off on the desk, blocking you from being able to pounce off of the table. You will then need to Yarn Shot to the light to the upper right, and jump down once you have reached the top of the lamp. Continuing along the path you will then reach a door that you are unable to enter through colliding with it. The game will trigger into a cut-scene and the gold fish in the tank across from the door will tell you that the door is locked, and you need to find another way into that room. There will be a shiny latch above the door that you will be able to yarn shot onto, this will pull down the latch. Performing another yarn shot will pull you up into the window latch and allow you into the next room: The Lab.
After you enter the lab you will be walking and begin to hear a sniffing noise, once the sniffing noise happens you will be able to Yarn-shot up into the lights hanging in the ceiling. There will be cone-dogs placed throughout the lab rooms, and you will have avoid them by hanging up in the lights and avoid being detected by their light. When you arrived to the second room you will see another animal except this will be your first encounter with Wesley T. Weaselburg. This is the first boss fight of the game, and it’s a simple one. Wesley will be standing mocking you, and sipping his tea. You simply Yarn Shot him in the face and the battle is won for now!

Lastly, I plan on attempting to get started on modeling Anarkitty in max this weekend!

Quick Update.

Joe here, starting to storyboard the intro scene for the game. I am going to make a list describing each panel and will add the sketch of the storyboard later. I am going to do a serious version of this storyboard as well, probably Anarkitty kicking in the front door and some explosions here and there.

  1. Anarkitty laying on a tree near the PAWS building.
  2. Anarkitty standing up and tying a headband around his face.
  3. Anarkitty jumps off the branch.
  4. Anarkitty running/ galloping.
  5. Close up on Anarkitties face.
  6. Anarkitty skidding/ stopping.
  7. Extreme close up on Anarkitty and him focusing his eyes on a tall building.
  8. Anarkitty looking at a very tall, distorted building.
  9. Anarkitty in front of the doors to the PAWS building.
  10. Focus/ speed lines on the front door, suggesting Anarkitty is going to bust in.

Paws LOGO

I know it took a while but PAWS ARE NOT FOR ME!!!! :)

Tuesday, February 8, 2011

camera follow

Joe just a little confused. You going to put in max file to put in unity or do you want to follow a image, or wait for Art for the blockout?

Monday, February 7, 2011

Saturday, February 5, 2011

Week 5 Status: Angie

Progress has been a little slow on my end this week due to the cold I caught at the beginning of the week, and having to catch up in my other classes. I've been working on some Anarkitty stuff today though. A couple character concepts are done and I'll keep working on more over the weekend. Learned to make a cape in Unity, it's kind of awesome. I think I'm going to attempt to learn a bit of Unity code myself with some tutorials and such, so I can get a better grasp at what needs to be done, and be able to understand what April is going through with having to deal with it.

Here's a guard concept and a concept for Halibert (the goofy versions):


Thursday, February 3, 2011

First Lobby Prop! The Desk :D

KK here's the desk. Can you image him sneaking in front of it? or running along the top of it?

Music ideas for Wesley

I'm just going to make a list of band names and songs by them that might be fitting for a bgm against Wesley.

Opeth - Demon of the Fall
http://www.youtube.com/watch?v=yrBrH5PZtcc

Symphony X - Domination
http://www.youtube.com/watch?v=l7Zhi7QWN2o

Devil May Cry 3 OST - First fight with Vergil starting at about 1:18
http://www.youtube.com/watch?v=d_hTSfe_fD0

Swallow the Sun - Descending Winters
http://www.youtube.com/watch?v=ZSJHDkrXxfE

Wintersun - Battle Against Time
http://www.youtube.com/watch?v=Vs5727QFhtw

Arsis - We are the Nightmare
http://www.youtube.com/watch?v=WA2HVDA2OAA

decisions, decisions

Since losing a day to the snowpocalypse towards meeting with the team
this week has felt a bit off.
Regardless, everything is going smoothly.

We've gotten our Target Market & Competitive Analysis determined.
Next week we should have more concepts for other characters throughout the game, which I am completely stoked to see both versions of these characters.
Also, we will have a solid level map next week.

The other thing we've discussed
that I'm hoping we can get hammered out is music.
I feel like that is a very large thing that is over looked in games today,
and if we were able to make some memorable music tie in with this I think we'll have a solid game.

Over the course of the weekend I will be art-ing my face off, and getting music compiled. In the mean time, here are some environment concepts.
Enjoy!







great news for code/animation


I just found out that we don't have to model/animate the cape, because oh yeah unity is

AWESOME!!!!!!



In a matter of three clicks we have a nice cloth cape with collider, physics and it is attached to Anarankitty.


also I googled the name and this came up wow!!

Wednesday, February 2, 2011

Two guard concepts



Here are the two guards I was talking about in my previous post.

Joe's status report

Like Angie, we've both been doing character concepts. My next batch of concepts is of guards, mostly ridiculous and over the top. The two that I ended up liking were a ninja guard and a luchador(?) guard. The probably won't be used, but it was fun creating them. Also, since we didn't have class at five on Tuesday due to the storm, everybody went home early as far as I know. When I got home, I ended up working on some other projects, but I will have more concepts coming up soon.

pause paws menu

I couldn't make up my mind on whether or not i wanted uniform words or crooked words. It looked weird straight, i'll post one with straight words. Imagine the big Paw as being an actual 3D model (hopefully that will rotate in place) Actual buttons like big rectangles looked dumb and since i already did the main menu as just word buttons, i went in the same direction. We've been on a  Red theme so i was playing off of that. I'm definitely stumped. Thoughts, opinions, if you want to see something in another color scheme just let me know and i'll recolor. I couldn't remember what color our "PAWS" symbol was, that will make a difference.