Friday, May 27, 2011

one step at a time


Well, we did it.
We set, we reached, we achieved!
Now where to?
Our IndieDB page is exploding with awesomeness each day!
And I created a forum for people to discuss with game, and anything they feel about it.
It is the internet so just be forewarned guys and prepare for the worst!

But, as it stands.
Id really like to clean up what we have as for our tutorial level:
-Get the GUIS working
-Add sound fxs to the camera panning
-Implement all animations
-Clean up silly bugs, like bouncing when crawling in the lobby
-And then the cut scenes, I feel that these are going to be thier own monster yet again.

Though we'll be doing everything through after effects, and should have quicktime come next term making the cut-scenes much more fluid. But, how do you guys feel about the motion-like effects for the cut-scenes infamous style?



Also, I tried finding a cut-scene from the game that totally wouldn't ruin the game for anyone. Because, any PSN owners should definitely download this game when PSN is back up and running for FREE!

Thursday, May 26, 2011

Letter to the Future

I had more fun with this than I probably should have, so I'd like to share it with you all. I think it's a relatively accurate recap of the experience. XD


Dear Future Team Project,

            The quest you are about to begin requires every scrap of knowledge and skill you withhold. It has no patience for procrastination or excuses. It is a journey filled with shame, defeat, and horror, but also one of great triumph and glory should you choose to accept it. I cannot fully describe in words what you are about to face during your upcoming journey. I will attempt to illustrate the experience that we all must share at one time or another in order to prove ourselves more than an insignificant speck on this earth.



You will discover an idea, and love it as it has loved you; always.


You will team up and bonds of friendship will be formed.


Brainstorming will create a torrential downpour of concepts and game elements.


The Instructor will warn you of the dreaded Draconis Scopeis, but you will not heed his words. None ever do.


Nevertheless, you and your team will begin your quest for gaming glory.


You will overcome obstacles, and be encouraged at the progress you have made.


Suddenly, you will hit a dead end. Your team is not at a high enough level to proceed with the initial plan. You must adapt.


With quick thinking, but a lot of rigorous work, you are back on track. However, the artists are fatigued.


The programmer is overwhelmed with bugs while attempting to continue forward.


You appeal to The Instructor for more time, but it is too late, for he has already unleashed the Deadline.


It is then that Scopeis will emerge in its most menacing form from the shadows you tried to hide it in, spewing chaos and madness in every direction.

But even when you believe all is lost, do not fear.


 You will rise from the rubble; triumphant. We who walked this path before you have conquered as well. It is your destiny. Go forth and create games.


Best Regards,
An Artist from the Past

Wednesday, May 25, 2011

Time for the last presentation

Its been a long and winding road, but we're at the end. We just have to make sure we don't botch this one, because some important people will be watching. I'll be ready to help out if something goes awry, but, in Joe's hands, I doubt it. Joe has been a good leader, hell the whole team has been great. I'm glad I ended up with the group I did, everybody has put their all and then some into this project. It definitely shows; we got some pretty good feedback at Interfaces from the crowd and some people were asking about it afterward (at least to me, I'm sure other teammates were asked too.)

Sunday, May 22, 2011

interfacs to indiedb

From the conference people seemed quite thrilled frget a om our rough demo,
I really wanted to get whatever we can fix up before Thursday to place onto IndieDB.
Hannah was able to get a handful of fixups from just playtesting. Here's what she got:

-The Boss sign needs to have Red light bulbs and little red glowy around each one llke on the
Exit sign in the showcase.

-The Idle crouch, the idle wall slide. He can only crawl to the right. Sometimes his walk animation doesn't stop still.

-The fall animation and land animation... I'm sure most of things things you already konw but i playtested this with my mom and some things were just standing out so i am making a list.

I'm sure she'll have more for us on Tuesday on what we can add in!

Saturday, May 21, 2011

Interfaces

well from all the feed back I do believe that we did great today!! As for what we want to do for Thursday , well if time permits , lots!!!!! but not sure on how much. let everyone know.
Great job, to all team mates sorry for the things that did't get in, mainly the falling and jumping, Hannah you worked so hard at.

Friday, May 20, 2011

I'm as ready as I'll ever be



With a good 11 hours until presentation, I'm a little nervous, but I know we'll do find, however we present AK. I also did a version of Death Ink's character, Scrap, earlier today, hopefully somebody from Death Ink made a stick figure version of Anarkitty for our slide. I'm ready, lets get this show on the road! Here's my rendition of Scrap

tiny clean ups before interfaces

-Animal Rescues Delayed by a lot.

-Can only go back into Idle after hitting Crouch.

-Green book in the Lab is going through shelf on bookcase.


These things I noticed during a quick run through of the game today.
Also, Tom uploaded a BOSS theme onto the dropbox today.
Take a listen if you guys dig it we'll throw it in for the fight!

Wednesday, May 18, 2011

after last build

well this is what we came up with at last build with a few ore i added if possible!!
    1. chandelier shot position not so far

    2. no shinnies on 1st lab light

    3. animation on credits up

    4. anarkitty logo to left slightly

    5. cancel movement in boss fight

    6. no cursor in wesley cut scene

    7. fire/sound animal rescue a little delayed

    8. Speech bubbles disappear

    9. falling animation

    10. jumping enabled with animation

    11. clean up!!!!

    12. build and test (2)

    13. dropped!!!

    14. dancing on credit scene

    15. animal count

Tuesday, May 17, 2011

WE've Got GAME

Yes we have game, thanks to help for Mr.C's guidance. Gun shoots, Straight I might add, instructions show, call and changes scenes, transform position to need places, animations (most of them), animal rescues, and let me say good LOOKING stuff! I am fixing things in the build as it stands, for thursday and plan on newer build for thursday for run through of demo!!! FIRED UP!!!!!!

Saturday, May 14, 2011

status update

So! As it stands guys, we're able to get through the entire game start to finish.
We just have a few issues that are being debugged out as we speak!
I have high hopes that we will be able to polish this out, and this game every thing that we've hoped for.

As for marketing things and such, they go as followed:

-I received an e-mail from triple thread and they probably wouldn't be able to make our shirts cheaply. I did just get a link for a site that might be able to get us shirts still, I just don't know if we'll be able to get them sent here in time for interfaces. Las

-I have Joe making us a pamphlet for Anarkitty that we can pass out at interfaces, explaining the game, our facebook page, indiedb, etc.

-Lastly I went to a miejer close to my house today, and they 'should' be able to make our cake for interfaces without any issues. I'll be sure to inform you guys in Tuesday!

Overall, I think we're just about ready for interfaces! Lets rock this!

Wednesday, May 11, 2011

Playtesting Bugs

Just wanted to post some of the bugs I ran into and see if anyone else is having these problems. Both my desktop and laptop aren't great at running the game, so I'm curious if it's my hardware.


  • No main menu music
  • Anarkitty still has rapid fire
  • Yarn gun points up
  • Aim for yarn gun is kinda off
  • Wesley cutscene goes straight to credits and skips boss fight
Everything else seemed to be working just fine. The showcase looked awesome from what I could tell (it lagged horribly so I couldn't really explore. XD ). I think it's just a few tweaks from what I can tell at least.

Friday, May 6, 2011

gold fixups

had some hicups in our beta, but its behind us and onto gold!

gold fixups:

-point and click mouse, or target rotation!

if you haven't seen this before its from Super Mario World 2,

The egg throw example is about 30seconds into the video linked,

the way they have yoshi throw eggs is on a rotation. I figured if we can't get Anarkitty to get the point and click as planned, this way would be just as well!

-Wall slide complete

-More animals, more cages!

-Fix laser collision!

-Water for fountain needs to be adjusted, right spout.

-Goes through 3rd light on HR room. FIX!

Moving painting picture

-AI path for dog

-Catflopping hat & Cap!

-Falling animation called

-Animation for Animal Rescue Pannel needs to be lowered on the Yaxis

-Skip buttons on cut-scenes (DONE!)

-Music behind fight in intro, and music behind wesley cut-scene

-Animal rescue after dog!




Beta presentation and after

well I got the Crawl, wallslide working!!!!! the build that I got is what we should have had for the presentation. There a few things I know need fixing but hey that is what gold is for. check drop box for a playable version.

Thursday, May 5, 2011

Presentation aftermath

I feel we did a pretty good job. Joe did a good job keeping his tone level and enthused. We had a couple of hiccups with the build of our game, but nothing too big. I am looking forward to presenting at Interfaces in two weeks. I need to work on keeping a poker face during the presentation. It seems to me if we do all of our choreographed movements deadpan, it would be amazing. Time to get back to work finishing up the dick-bird.

Wednesday, May 4, 2011

Presentation

Pawesome: teasip
Yarning: teasip
Paw print: hattip
Wesley: hattip
Cat drag: teasip
Pursenting: cheers!

We can practice tomorrow, but I figured this works best.

Monday, May 2, 2011

the statue room.

otay so here is the Statue room. I still think the wall and ceiling color should be different BUT they are attached so Joe B. You and I need to collaborate on that one and of course there still needs to be collisions on the walls. All of the statues have their own little light source illuminating them and then the only other light source int he room is the hanging lamp,which i love that lamp.. i put little glowy lights on all the sticks. It's main light that is glowing off the ceiling is doing something kind of weird, when i was messing with he intensity of the light in the other room it messed with this one as well, weird? or maybe because i just copy and pasted that lantern so they share properties I'm guessing. I'd like at least 2 more pictures, just pencil sketches of anything anarkitty/wesley related. I figured the artists can pick their favorites. Those will go in frames on either side of the door.

Beta build so far

Well it is monday at 7am and so far i wan't to let you know that I have things pretty much (for the lobby and hr room) in place up to guard, guard trigger is working so now am going to work on the window trigger when shot but it is finnaly animation working on window.
will let you know more as i go.

Sunday, May 1, 2011

music

Main Menu: Action1

Intro: Wind&Ambient2

IntroFight: Action No string lead

Lobby/HR: Lobbyish3

Darkhall/Lab: Sneak3

Wesley CutScene: Action2

Bossfight: !?

Tom uploaded a good amount of music and sound tracks, this is what I was thinking for the cut-scenes and the two level scenes. I'm going to talk to tom tomorrow about getting some awesome boss fight music, and possibly credits.

sound good!?