Minor Project 8: Pseudo Code has been posted on the blog previously:
http://zckohlberg-gdd200.blogspot.com/2012/03/minor-project-8.html
Minor Project 11: Write a function that responds to a listener, function below:
public function fl_KeyboardDownHandler(event:KeyboardEvent):void
{
switch (event.keyCode)
{
case Keyboard.A:
case Keyboard.LEFT:
hspeed = -6;
break;
case Keyboard.D:
case Keyboard.RIGHT:
hspeed = 6;
break;
case Keyboard.W:
case Keyboard.UP:
vspeed = -6;
break;
case Keyboard.S:
case Keyboard.DOWN:
vspeed = 6;
break;
}
}
Minor Project 14: I believe we went over this problem in class. My primary issue at the time was using the line-drawing function to display attacks from the turrets.
Major Project 12: The checklist created after Professor Faye's class has been posted on this blog:
http://zckohlberg-gdd200.blogspot.com/2012/04/prioritized-task-list.html
Tuesday, May 1, 2012
Monday, April 30, 2012
Task List
Zach
-Convert Player to a class
-Correct turret line-drawing function
-Allow enemy to chase player when it passes the gate
-Add score
-Add turret creation
Sam
-Menu & intro movie
-Sounds & sound code
Mike
-Enemy spawning code
-Sounds & sound code
-Convert Player to a class
-Correct turret line-drawing function
-Allow enemy to chase player when it passes the gate
-Add score
-Add turret creation
Sam
-Menu & intro movie
-Sounds & sound code
Mike
-Enemy spawning code
-Sounds & sound code
Monday, April 23, 2012
Code
The code below has yet to be debugged.
package
{
public class GoatEnemy
{
private var health:int;
private var hspeed:int;
private var vspeed:int;
private var image:MovieClip;
private var x:int;
private var y:int;
public function GoatEnemy(iniHealth:int,iniImage:MovieClip,iniX:int,iniY:int)
{
health = iniHealth;
hspeed = 0;
vspeed = 0;
image = iniImage;
x = iniX;
y = iniY;
}
public function GoatEnemy()
{
this(10,null,0,0);
}
public function update():void
{
x += hspeed;
y += vspeed;
image.x = x;
image.y = y;
}
public function damage(dmg:int):void
{
health = health - dmg;
}
public function getHealth():int
{
return health;
}
public function setImage(nImage:MovieClip):void
{
image = nImage;
}
public function getImage():MovieClip
{
return image;
}
public function setLoc(nLoc:Point):void
{
x = nLoc.x;
y = nLoc.y;
}
public function getX():int
{
return x;
}
public function getY():int
{
return y;
}
}
}
package
{
public class GoatTurret
{
private var image:MovieClip;
private var x:int;
private var y:int;
public function GoatTurret(iniImage:MovieClip,iniX:int,iniY:int)
{
image = iniImage;
x = iniX;
y = iniY;
}
public function GoatTurret()
{
this(null,0,0);
}
public function update():void
{
//Nothing for now
}
public function setImage(nImage:MovieClip):void
{
image = nImage;
}
public function getImage():MovieClip
{
return image;
}
public function setLoc(nLoc:Point):void
{
x = nLoc.x;
y = nLoc.y;
}
public function getX():int
{
return x;
}
public function getY():int
{
return y;
}
}
}
package
{
public class GoatEnemy
{
private var health:int;
private var hspeed:int;
private var vspeed:int;
private var image:MovieClip;
private var x:int;
private var y:int;
public function GoatEnemy(iniHealth:int,iniImage:MovieClip,iniX:int,iniY:int)
{
health = iniHealth;
hspeed = 0;
vspeed = 0;
image = iniImage;
x = iniX;
y = iniY;
}
public function GoatEnemy()
{
this(10,null,0,0);
}
public function update():void
{
x += hspeed;
y += vspeed;
image.x = x;
image.y = y;
}
public function damage(dmg:int):void
{
health = health - dmg;
}
public function getHealth():int
{
return health;
}
public function setImage(nImage:MovieClip):void
{
image = nImage;
}
public function getImage():MovieClip
{
return image;
}
public function setLoc(nLoc:Point):void
{
x = nLoc.x;
y = nLoc.y;
}
public function getX():int
{
return x;
}
public function getY():int
{
return y;
}
}
}
package
{
public class GoatTurret
{
private var image:MovieClip;
private var x:int;
private var y:int;
public function GoatTurret(iniImage:MovieClip,iniX:int,iniY:int)
{
image = iniImage;
x = iniX;
y = iniY;
}
public function GoatTurret()
{
this(null,0,0);
}
public function update():void
{
//Nothing for now
}
public function setImage(nImage:MovieClip):void
{
image = nImage;
}
public function getImage():MovieClip
{
return image;
}
public function setLoc(nLoc:Point):void
{
x = nLoc.x;
y = nLoc.y;
}
public function getX():int
{
return x;
}
public function getY():int
{
return y;
}
}
}
Wednesday, April 18, 2012
Task list for 4/23
Zach:
-Create enemy & turret classes
-Create node class
-Add interaction between node and enemies
Sam:
-Complete player, enemy, and turret design
-Begin animations for in-game objects(firing animation, death animation)
Mike:
-Design enemy, turret, and player stats
-Initial design for wave progression
-Create enemy & turret classes
-Create node class
-Add interaction between node and enemies
Sam:
-Complete player, enemy, and turret design
-Begin animations for in-game objects(firing animation, death animation)
Mike:
-Design enemy, turret, and player stats
-Initial design for wave progression
Wednesday, April 11, 2012
Wednesday, April 4, 2012
Week 2 Milestones
Zach
-Smoother player movement, fix bugs
-Add obstacles(walls, furniture, taxidermy)
Sam
-Begin intro movie graphics & animations
Mike
-Design game level
-Begin enemy design
Wednesday, March 28, 2012
Major Project 9 - Week 1 Milestones
Sam:
-Complete a storyboard for the game's intro movie.
Zach:
-Complete a simple prototype level with a character that moves using WASD and always faces the mouse pointer.
Mike:
-Design each of the game menus: main menu, high score menu, and in-game upgrade menu.
Monday, March 26, 2012
Major Project 8 - Goat Goat Revolution
Team Goats!
Zach Kohlberg: Lead Producer, Programmer
Sam Moses: Lead Artist
Mike Conwell: Programmer, QA
Synopsis
Goat Goat Revolution is a bighorn sheep-themed arena shooter. The player controls the bighorn sheep dictator of a revolting nation of bighorn sheep. The dictator has been abandoned by most of his subordinates and left to face the angry horde of rebels alone.
The action takes place in a single level, where the dictator must fight off larger and larger waves of his former constituents. The player’s goal is to survive as long as possible and beat the current high scores. The game will feature a number of enemies and several weapons for the player to use in their attempt to survive the onslaught as long as possible.
Assets
Intro Movie:
- Background images
- Music and sounds?
- Character images & animations
Menus:
- Menu button graphics
- Background
- Button & high score code
In-Game:
- Enemies
o Image
o Attack & death animations
o Attack & death sounds
o Code
- Player
o Image
o Attack & death animations
o Attack & death sounds
o Code
- Ammunition/Weapons
o Power-up images
o Power-up sounds
o Projectile images
o Code
- Background
Milestones:
Week 1
- Functional level with player movement
- Intro movie storyboard
- Menu design
Week 2
- Functional enemies
- Intro movie visual design
- Functional main menu (Exit, move to blank level, move to high score table)
Week 3
- Enemy spawning, level prototype (Level begins and ends)
- Intro movie assets, begin animation
- Functional high score table (loads high scores and displays them)
Week 4
- Scoring merged with high score table, weapons and ammunition added
- Complete intro movie
- Integrate movie and level into functional prototype
Week 5
- Add wave manager, any misc tasks, begin beta testing to balance game
- Replace in-game filler assets with in-game graphics & sound
- Play testing, bug testing
Week 6
- Finalize game code
- Finalize graphics
- Complete testing
Tuesday, March 20, 2012
Minor Project 9
Goats!
The Game Overview
Goats! is a bighorn sheep-themed arena shooter, where the goal is to survive as long as possible against waves of bighorn sheep-themed enemies. The player's goal is to get the highest possible score.
Why are we making this game?
Some GDD students find the bighorn sheep model in the poser program entertaining when it is put in unusual poses. The game's bighorn sheep-themed graphics will appeal to this fascination with bighorn sheep, making the game very popular with its target audience.
Walk us through the game!
The game is fairly simple, as are most arena shooters. The player begins in a bighorn sheep-themed level, and is given a bighorn sheep-themed tutorial to introduce them to the game's controls. After the player has been acclimated to the bighorn sheep-theme and knows how the game works, the game will begin spawning bighorn sheep-themed enemies for the player to fight. The enemies will be spawned in progressively larger waves, starting with simple, weak, bighorn sheep-themed enemies and building up to very challenging bighorn sheep-themed enemies.
When the player is killed, they will be taken to the game's bighorn sheep-themed high score table. A player who has made it onto the high score table will be allowed to enter their name, which will be given a bighorn sheep theme before being submitted to the list of high scores.
Similar Games
There are numerous scrolling shooters, shmups, arena shooters, and other 2D shooting games in this genre. While none of them share the bighorn sheep theme of Goats!, this game's mechanics will be similar to many existing games.
Monday, March 19, 2012
Minor Project 8
Pseudo-code:
if (Gear1.connected(Gear2) && ContinueButton.pressed())
{
nextScene();
}
if (Gear1.connected(Gear2) && ContinueButton.pressed())
{
nextScene();
}
Monday, March 5, 2012
Major Project 7
1. My game will require players to combine rotating objects in an order that causes all of the objects to move simultaneously. The player advances if all objects are moving.
2. There will be many ways to combine the objects ((n+1)!, where n is the current level), but the player will be able to eliminate many of them by observing the shapes of the objects. This shouldn't become a problem because the levels will likely have multiple solutions, and again, many combinations will be easy to eliminate. A new mechanic will likely be necessary to keep the game interesting, but it could continue to hold the player's attention if the puzzles do not become repetitive.
3. The feedback for this game should be reasonable. Gears will not propel themselves off-screen, but mashing gears together instead of just bringing the teeth into contact will produce an unpleasant noise and result in lost points.
And as entertaining as it might be to watch someone play a level where the gears break and no restart function is provided, the game's negative feedback will not be quite that harsh.
Positive feedback will simply involve getting points, having the gears move, and advancing levels.
2. There will be many ways to combine the objects ((n+1)!, where n is the current level), but the player will be able to eliminate many of them by observing the shapes of the objects. This shouldn't become a problem because the levels will likely have multiple solutions, and again, many combinations will be easy to eliminate. A new mechanic will likely be necessary to keep the game interesting, but it could continue to hold the player's attention if the puzzles do not become repetitive.
3. The feedback for this game should be reasonable. Gears will not propel themselves off-screen, but mashing gears together instead of just bringing the teeth into contact will produce an unpleasant noise and result in lost points.
And as entertaining as it might be to watch someone play a level where the gears break and no restart function is provided, the game's negative feedback will not be quite that harsh.
Positive feedback will simply involve getting points, having the gears move, and advancing levels.
Monday, February 6, 2012
Flash Drawing Pac-Man Character & Level
Character could not be imported. Above is the original Pac-Man level, character animation is on my computer.
Wednesday, February 1, 2012
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