Sunday 31 May 2015

Time

The second part of chapter 1 is taking a lot longer than anticipated, mainly because I have to redo most of the graphics. Perhaps, I should just extend the first part rather than finish the second? This means that I will have to create more rooms and that may take even more time!

In other news, I have finished polishing the menu and also created a new splashscreen.

Friday 29 May 2015

Project 4

I present 'Project 4', a game I have been developing for the past week for the BAFTA YGM competition (which I juggled with exam revision), as well as a reintroduction to game production from a year long break. This game will be released in chapters, with the first chapter being primed for the competition and will feature the player as a reticent agent of a extremely secretive society.

-Plot Development-
The first chapter introduces the player to the basic concepts in the game such as stealth, hacking and problem solving by tasking the player to retrieve a ominous 'Project Enzine'. Upon retrieval of this secret project, he is swiftly betrayed and wakes up in a home and discovers that he is suffering from amnesia. The agent performs tedious tasks for the family who have taken him into their care, but returns to see their house in chaos and their absence. This is where things take a sharp turn as he regains some his memories and reveals to the player glances of his life - which only add to the mystery of the game. This is where chapter one ends.

The reasons behind why I decided to choose such a dark plot, is because I wanted to create a game that was not just about the mundane aspects of gameplay, but also about the story behind the setting and character that the player plays as, as well as the characters the player meets. I concluded after brain storming that the most intriguing stories were ones that were dark and those that introduced elements of thriller. But if I wanted to keep the player's interest, I needed to plots mysterious at first, because revealing very little at first means that the player will have to return to find out how the plot develops. This impacted the way I presented the main character as well as hope I developed the plot. For example, the main character wears a scarf-mask which hides his identity from the player and the characters in game, the antagonists of the game are also hidden in the first chapter and the name of the secret organisation is never revealed.

-Game Development- 
Having brainstormed and collated ideas for the game, I settled that I should design the game as a 2D sidescroller (it is also a interesting way to present such a game) as I was short of time (1 week) and so I began by creating a system for the player's movements, as well as creating sprites for the main character. This was done by using Photoshop and creating a rig for the character (each limb was created separately); thus allowing me to create different stances for the character easily. I then proceeded to create the first map of the game, which utilised simple graphics in order to work more efficiently. Next, I thought about adding puzzle of some-kind in order to open doors - which developed into the keypad hacking concept. This also allowed the game to be somewhat educational by introducing concepts of programming, more specifically C++, to the player. As ideas for the plot also developed, I implemented a crouching system for stealth, and also implemented other characters that should be avoided (acting as the enemies). The last mechanics to be added to the game were the tutorial, messages and cutscenes which actually conveyed the story to the player. With the basic mechanics and the first part of chapter 1 finished, it will be easier to finish the game in the last 3 days I have left.

To Do: 
Chapter 1:

  • add a settings menu
  • add a chapter menu
  • add a save mechanic and load menu
  • add a introduction cutscene
  • add an invisible border
  • add a hint to the second keypad
  • add a message when alarm starts: 'Damn, the alarms went off, #they've sealed the main exits, find an alternative route out and quick!'
  • add a message when exiting project enzine and in C1_P5: 'Is that a gangway up ahead? I think it leads to an air vent, it might just be our escape route! Now, all we need to do it find the door that leads there.'
  • add a message when in C1_P2 without keycard and clicking on maintenance door: 'I've found it!, but it looks like the door requires a maintenance access card, and there isn't a keypad to hack.'
  • add a message when picking up maintenance keycard: 'Aha, this is a maintenance level key card, without people being so careless, you would be in bigger trouble.'
  • fix vertices glitch
  • fix 'acces' typo on second tutorial
  • change '[shift]' to '[ctrl]' in third tutorial
  • fix last door so it doesn't open
  • fix timer on objective completed
  • finish part 2 of chapter 1


Well, wish me luck!

Monday 26 May 2014

Optimising for Phones!

This is a first look at the blue paint and the mechanics which I have implemented in order to better optimise the game for phones. This screenshot had been taken on a computer-executed test. It can be seen that the entire game may not be able to be tested on computers towards the foreseeable future, as it will be less compatible, evident from the skewering of the virtual controls.

The blue paint's jump enhancing properties can also be seen.

Teaser

This video is a little different from the one I submitted for the contest.

1 Day after submission and changes

I have little faith in winning as my submission was no-where near finishing, I only had two levels, all because I had decided to redo the game about 3 times as my ideas changed and my focus changed.

But anyway, I have just added virtual controls for mobiles into the game, with buttons for colour selection. This should fix the 'Q' and 'E' issue that was used for colour changing previously. I will be uploading screenshots and a video teaser.

I will also be working on Red Dot over the next week, but I'm returning into exam week after this week has finished.

Sunday 25 May 2014

Entry Submitted!

Sorry for the two months absence, I have just submitted my entry and will still be continuing development. My absence has been due to a tight schedule from the multitudes of tests which I have had to do.

Lets get up to speed:
This is the current menu, I've probably spent 6-12 hours working on this. In fact, this is the 3rd version. There currently a single chapter which contains only 2 parts. I will also be working on developing a saving system as the game currently stores no data.

This is from the first level and shows the controls for the game, the current iteration of the game has been designed specifically for computers as only computer games can be entered into the competition.
There are two features shown in the above, the first being the actual drawing mechanic for the game, and the second being the bucket of paint. The bucket of red paint gives the player the ability of drawing in red, which in turn grants the player the ability to remove parts of the map.
This is from the second level and depicts the red paint at work. There is also a blue paint in the game, but I haven't actually implemented a level to gain it. All the blue paint does is that it allows the player to jump higher by acting as a spring.


Saturday 5 April 2014

More Pencil Hero Concept Art and Plot

Over the last few weeks I have be designed a simple story to the game as a spine, this will help develop a better structure towards the future. The plot is simple and involves two major characters, the main player and their nemesis, Dr Grey.

The game begin with Dr Grey takes over the main setting of the game as he removes colour from the world. This adds a greater objective to the game in which the main character is tasked to recover their world  from a dark age created Dr Grey and ultimately end his reign of terror.

The main character has been redesigned and is currently in a provisional state: