Monday, 22 October 2012

Magical Vine

Up until now we just had it so that when you jumped out of a level you phased into the next one. We needed something more obvious so we added a vine to climb up into the next level. After being told that this still wasn't obvious enough we added a glow animation around it. Then we added a glow sound that would activate when you got close and louder the closer you got to it.

Friday, 19 October 2012

Death Animations!

We really wanted something that would make our game stand out and keep people playing. By adding different death animations for each enemy in the game we bring in some originality while at the same time also adding a semi-reward for dying. Here are a few we have already.



Tuesday, 16 October 2012

Double Jump Animation

As I mentioned I can put in the last post I have coded in a double jump animation. There is a gust of wind coming from his leaves so it gives an actual reason to boost upwards.

Saturday, 13 October 2012

Take off and landing animations

We thought it would be cool if the were animations for taking off and landing during the jumping cycle. After attempting to code this in for the better part of a day I am calling myself defeated on this. I almost had the landing working but it looked really odd so wasn't worth pursuing. While the take off just straight did not work. I did find that I could code in a double jump animation from this so all was not lost.

Wednesday, 10 October 2012

A fair few changes...

So since last time we have made a big leap. There is now new backgrounds for the first few levels as you start in a crater. The mushrooms spore now impacts and splatters on tiles as well as you can see below.

As you can also see in the above image there is a large rune etched rock. This will be at the start of each level and is the resurrection stone. It has a vine hanging down from it as climbing up vines is the way to progress in levels. And below is the resurrection animation.


Friday, 5 October 2012

New Sliding Animation

Jordan has just created a new animation of our character sliding. I have coded this into the running behaviour so that when you change direction while running you will slide, temporarily blocking the controls for running.

Tuesday, 2 October 2012

Ideas we had in class

So we have the idea of plants and tiles moving as you run past them and we have also moved to a theme of these runes on all the characters, enemies and plants. Anything corrupted by the smog will have its runes glowing green, whereas the glow of the seed is blue representing the mystic power of the ancient tree. From this we want to add the touch of as you pass corrupted plants their runes go from glowing green to glowing blue as you technically heal them. This will build on our subtle animations and will hopefully look quite impressive.

Audio tracks that we need to source


The following are the sounds that we expect to hear in game and that we need to source.
Jump

Double Jump

Walking (Rustling Sounds)

Death Sounds – Thorns, smog, spore projectile

Mushroom spore shooting

Landing

Ambient Track

Subtle sound for movement activated animation

Monday, 1 October 2012

Reseach into bouncing paint

So I found a walkthrough on how to get the bouncing paint effect on a sub woofer for a photo shoot. While this is not what I am going for it is the precedent for my research and is very close to what I want to achieve.
http://photography-on-the.net/forum/showthread.php?t=1006056

They discuss how they use plastic over the sub to get the bouncing surface so I will be starting there with my experiments. Also that they watered down the paint so that it bounces enough and is easy to clean. For these reasons I will need to get water soluble paint.

The megaphone arrived today so once I get some batteries the experimentation can begin.