All the sounds required for beta version has been completed.
After our programmer puts them in, we'll be adding more sounds for the game fest.
The beta version will contain background music, and attack sounds.
We have all the character voices, which will showcase for the final version for game fest.
Monday, December 3, 2007
Tuesday, November 20, 2007
Game Critique - last set of prez
Aquila
Balance
- well balanced
Model
- internet digital prototype
Art
- satisfactory models
Mechanics
- internet strategy game
Originality
- not really original
The Legend of Chopstick Chung
Balance
- difficulty level might need some balancing
Model
- digital prototype
Art
- nice art work
Mechanics
- first person game, looks fun
Originality
- quite original
Deep Field
Balance
- looks well balanced
Model
- a simplified version
Art
- simple and clean
Mechanics
- a little troubling, but could work things out
Originality
- not really original
Translation to paper
- good use of props
Dynasty
Balance
- fairly balanced, but requires little changes here and there
Model
- mix of paper prototype and use of computer
Art
- hand drawn art, might not be suitable for final version
Mechanics
- classic RPG
Originality
- the theme of the game is quite original
Translation to paper
- nicely translated
Balance
- well balanced
Model
- internet digital prototype
Art
- satisfactory models
Mechanics
- internet strategy game
Originality
- not really original
The Legend of Chopstick Chung
Balance
- difficulty level might need some balancing
Model
- digital prototype
Art
- nice art work
Mechanics
- first person game, looks fun
Originality
- quite original
Deep Field
Balance
- looks well balanced
Model
- a simplified version
Art
- simple and clean
Mechanics
- a little troubling, but could work things out
Originality
- not really original
Translation to paper
- good use of props
Dynasty
Balance
- fairly balanced, but requires little changes here and there
Model
- mix of paper prototype and use of computer
Art
- hand drawn art, might not be suitable for final version
Mechanics
- classic RPG
Originality
- the theme of the game is quite original
Translation to paper
- nicely translated
Monday, November 19, 2007
Status Update - November 19th
We've got voice actors for all the characters.
This week, we'll record all the voiceovers.
I'll also have to play around with Torque code to include all the sounds that I'll be making this week.
Convert the rest of the mp3s
Pick the rest of SFXs.
After this we'll have sounds for pretty much everything.
This week, we'll record all the voiceovers.
I'll also have to play around with Torque code to include all the sounds that I'll be making this week.
Convert the rest of the mp3s
Pick the rest of SFXs.
After this we'll have sounds for pretty much everything.
Status Update - November 13th
We've tried ogg, and mp3 format with Torque engine.
Seems like they are not recognized by the engine.
This gives me a new todo: convert all the files into wav format.
We're almost done with picking phrases for all the characters.
I need to book a room and record the voices.
Also, music selection is complete. Now we know what music goes for what stage.
Seems like they are not recognized by the engine.
This gives me a new todo: convert all the files into wav format.
We're almost done with picking phrases for all the characters.
I need to book a room and record the voices.
Also, music selection is complete. Now we know what music goes for what stage.
Tuesday, November 13, 2007
Game Critique - third set of prez
Game #9
Name of the Game: Stick Ninja(Continuation)
Arts
- good illustrations
Balance
- nicely balanced game
Model they used
- what’s it going to be like in the final model?
Mechanics
- Mechanics well thought out
Originality
- pretty original, looks fun.
Game #10
Name of the Game: Zodiac War
Arts
- Satisfactory
Model they used
- the prototype didn’t exactly represent the actual game properly
Things to consider
- Perhaps another prototype testing is required
Mechanics
- Players have to continuously click buttons to attack enemies. It could get boring after a while
Originality
- not too original, but looks fun regardless.
Game #11
Name of the Game: CrackQuest:
Arts
- Perhaps needs more work
Model they used
- Poorly designed prototype, not representing the game properly
Things to consider
- Looks department needs more work
Mechanics
- Complicated
Originality
- Not really original
Name of the Game: Stick Ninja(Continuation)
Arts
- good illustrations
Balance
- nicely balanced game
Model they used
- what’s it going to be like in the final model?
Mechanics
- Mechanics well thought out
Originality
- pretty original, looks fun.
Game #10
Name of the Game: Zodiac War
Arts
- Satisfactory
Model they used
- the prototype didn’t exactly represent the actual game properly
Things to consider
- Perhaps another prototype testing is required
Mechanics
- Players have to continuously click buttons to attack enemies. It could get boring after a while
Originality
- not too original, but looks fun regardless.
Game #11
Name of the Game: CrackQuest:
Arts
- Perhaps needs more work
Model they used
- Poorly designed prototype, not representing the game properly
Things to consider
- Looks department needs more work
Mechanics
- Complicated
Originality
- Not really original
Tuesday, November 6, 2007
Game Critique - second set of prez
Game #5
Name of the Game: 3rd cloud
Art
- no distinctive art pieces presented to judge this.
Balance
- balance need to be tweaked, perhaps. A bit complicated in some areas, and lacking materials in others.
Mechanics
- cool game mechanics, but still need to work out some kinks.
Originality
- a lot of similar games already in market.
How well the prototype resembles the game
- For a game like this, it might have been difficult to build a prototype. nicely done.
Game #6
Name of the Game: Food fights
Art
- no strong art yet to judge this.
Balance
- pretty simple, easily balanced.
Model they used
- satisfactory.
Mechanics
- When does the game end?
Originality
- Similar games out in the market. But still looks pretty fun.
How well the prototype resembles the game
- satisfactory.
Game #7
Name of the Game: Drive Thru Tycoon
Art
- cool art work.
Balance
- well balanced. This type of game is already in the market.
Model they used
- nice
Mechanics
- pretty solid mechanics.
Originality
- Many different types of drive-thru games are already in the market.
How well the prototype resembles the game
- Pretty well designed prototype
Game #8
Name of the Game: Circular Strife
Art
- cool art
Balance
- well thought out
Model they used
- Highly ambitious, perhaps too ambitious?
Mechanics
- well thought out game mechanics, seems fun
Originality
- pretty unique
How well the prototype resembles the game
- The prototype was very well done. Smartly designed.
Game #9
Name of the Game: Sick Ninja
-- no presentation
Name of the Game: 3rd cloud
Art
- no distinctive art pieces presented to judge this.
Balance
- balance need to be tweaked, perhaps. A bit complicated in some areas, and lacking materials in others.
Mechanics
- cool game mechanics, but still need to work out some kinks.
Originality
- a lot of similar games already in market.
How well the prototype resembles the game
- For a game like this, it might have been difficult to build a prototype. nicely done.
Game #6
Name of the Game: Food fights
Art
- no strong art yet to judge this.
Balance
- pretty simple, easily balanced.
Model they used
- satisfactory.
Mechanics
- When does the game end?
Originality
- Similar games out in the market. But still looks pretty fun.
How well the prototype resembles the game
- satisfactory.
Game #7
Name of the Game: Drive Thru Tycoon
Art
- cool art work.
Balance
- well balanced. This type of game is already in the market.
Model they used
- nice
Mechanics
- pretty solid mechanics.
Originality
- Many different types of drive-thru games are already in the market.
How well the prototype resembles the game
- Pretty well designed prototype
Game #8
Name of the Game: Circular Strife
Art
- cool art
Balance
- well thought out
Model they used
- Highly ambitious, perhaps too ambitious?
Mechanics
- well thought out game mechanics, seems fun
Originality
- pretty unique
How well the prototype resembles the game
- The prototype was very well done. Smartly designed.
Game #9
Name of the Game: Sick Ninja
-- no presentation
Status Update - November 6th
We're still picking the phrases the character could say.
Since a lot of sound production can only be done after a sufficient programming/animating has been done, I'm trying to figure out if there are anything I can complete before that phase begins. It looks like sound production will be very cramped. The only thing at this moment that I can do is character definition and recording phrases. The first set of animation should have been inserted to the engine, so I'm hoping there would be a lot of progress this week.
Once I see the animation, I can edit selected sounds so that it matches the timing of the animations. Once I've done that, I'll hand a sound effect to Peter (our programmer) to see how things fit in the game. We're still not quite sure how the engine triggers sounds, so we might need to tweak some things.
Since a lot of sound production can only be done after a sufficient programming/animating has been done, I'm trying to figure out if there are anything I can complete before that phase begins. It looks like sound production will be very cramped. The only thing at this moment that I can do is character definition and recording phrases. The first set of animation should have been inserted to the engine, so I'm hoping there would be a lot of progress this week.
Once I see the animation, I can edit selected sounds so that it matches the timing of the animations. Once I've done that, I'll hand a sound effect to Peter (our programmer) to see how things fit in the game. We're still not quite sure how the engine triggers sounds, so we might need to tweak some things.
Tuesday, October 30, 2007
Game Critique - first set of prez
AntLion
Art
- No distinctive artwork present to judge this. If they are going to use the ants in the first presentation, maybe it could use more work
Balance
- Game play should be fairly well balanced
- This game consist of just mouse clicks: what’s the attraction feature? (Looks? Great strategy? You would need one, otherwise it’d be very boring)
Model they used
- Cool clay ant
Mechanics
- Good mechanics, you could make the game easy or difficult depending on your timeframe
Originality
- Not very original, similar to colony games
How well the prototype resembles the game
- fairly well
Mizu
Art
- Nice work
Balance
- Easy to play, based on the fact that it’s targeted for everyone
- But is it too easy? Older targets could get bored easiliy
Model they used
- Nicely hand-drawn characters
Mechanics
- Simple, familiar game play
- Easy to play, but also easy to get bored of
- How much re-play value does this game have?
Originality
How well the prototype resembles the game
- The prototype successfully captures the general look of the game. However, the players cannot grasp the exact game play of the real game just by playing the prototype.
Utitled – Michael Y., Kevin T, Alex Y, Alex L
Art
- No distinctive artwork present to judge this at the moment
Balance
- Given the amount of time we have to produce our games, perhaps it’s a good idea to cut back unnecessary elements, and focus on making the necessary really work well
Model they used
- satisfactory
Mechanics
- too many things going on (nice to have varied elements, only when it’s done right)
Originality
- Original
How well the prototype resembles the game
_ Prototype is different from game
Art
- No distinctive artwork present to judge this. If they are going to use the ants in the first presentation, maybe it could use more work
Balance
- Game play should be fairly well balanced
- This game consist of just mouse clicks: what’s the attraction feature? (Looks? Great strategy? You would need one, otherwise it’d be very boring)
Model they used
- Cool clay ant
Mechanics
- Good mechanics, you could make the game easy or difficult depending on your timeframe
Originality
- Not very original, similar to colony games
How well the prototype resembles the game
- fairly well
Mizu
Art
- Nice work
Balance
- Easy to play, based on the fact that it’s targeted for everyone
- But is it too easy? Older targets could get bored easiliy
Model they used
- Nicely hand-drawn characters
Mechanics
- Simple, familiar game play
- Easy to play, but also easy to get bored of
- How much re-play value does this game have?
Originality
How well the prototype resembles the game
- The prototype successfully captures the general look of the game. However, the players cannot grasp the exact game play of the real game just by playing the prototype.
Utitled – Michael Y., Kevin T, Alex Y, Alex L
Art
- No distinctive artwork present to judge this at the moment
Balance
- Given the amount of time we have to produce our games, perhaps it’s a good idea to cut back unnecessary elements, and focus on making the necessary really work well
Model they used
- satisfactory
Mechanics
- too many things going on (nice to have varied elements, only when it’s done right)
Originality
- Original
How well the prototype resembles the game
_ Prototype is different from game
Monday, October 29, 2007
Status Update - October 29th
I have picked a good library of sounds to choose from for the final render.
I have divided the sounds into three categories:
Ambience
BGMs
Sound effects
So far we have good underwater ambience sounds.
I've picked varied speed of jazz soundtrack for our game's BGM.
The songs will be upbeat, cheerful, and will get faster as the users move up a stage.
I need to make sure the main movements of our character (ie. swimming) will match up with the base beat of our BGMs for that stage. The reason why the songs get faster is the as our main character grows up, he'll be able to swim faster.
I have also picked good fighting sounds (grunts, swish sounds) from boxing/underwater/weaspon CD.
During this week, we will determine the characteristics of our main character to decide what he'll be saying during the game. Once we decide on that, I will be voice-acting (I hope I make it work) the phrases and manipulate in a sound program to adjust the pitch.
Naturally, our characters voice will get thicker as he grows up, so we might need a male voice actor for the adult stage.
A lot of conceptualizing, trial/error will be required during this week to ensure smooth recording of the phrases.
We think it'll add a nice personal touch, making our overall soundtrack not just from sound CDs.
I will also have to try layering our sounds to find the perfect volume mix.
I will be layering sounds like this:
Ambience (softer)
BGM (soft)
sound effects (clear)
I have divided the sounds into three categories:
Ambience
BGMs
Sound effects
So far we have good underwater ambience sounds.
I've picked varied speed of jazz soundtrack for our game's BGM.
The songs will be upbeat, cheerful, and will get faster as the users move up a stage.
I need to make sure the main movements of our character (ie. swimming) will match up with the base beat of our BGMs for that stage. The reason why the songs get faster is the as our main character grows up, he'll be able to swim faster.
I have also picked good fighting sounds (grunts, swish sounds) from boxing/underwater/weaspon CD.
During this week, we will determine the characteristics of our main character to decide what he'll be saying during the game. Once we decide on that, I will be voice-acting (I hope I make it work) the phrases and manipulate in a sound program to adjust the pitch.
Naturally, our characters voice will get thicker as he grows up, so we might need a male voice actor for the adult stage.
A lot of conceptualizing, trial/error will be required during this week to ensure smooth recording of the phrases.
We think it'll add a nice personal touch, making our overall soundtrack not just from sound CDs.
I will also have to try layering our sounds to find the perfect volume mix.
I will be layering sounds like this:
Ambience (softer)
BGM (soft)
sound effects (clear)
Monday, October 22, 2007
Status Update - October 22nd
I have met with Kate to discuss the finer details of Sound Design for our Fins of Fury game. We have agreed to work on the Wiki together to come up with a list of situations/events that need sound. I will be meeting with my team on Tuesday to discuss high-level plan for upcoming weeks.
In terms of sound, I will be searching for the sounds we need based on the list we come up with at Surrey library and Burnaby. After I pick, Kate and I will go through a screening process to pick what we want.
Also, for the voice for our character, we have decided to record our voice and manipulate the sound so that it sounds like our character.
Character personality and phrases he'll be saying will be determined throughout this week.
In terms of sound, I will be searching for the sounds we need based on the list we come up with at Surrey library and Burnaby. After I pick, Kate and I will go through a screening process to pick what we want.
Also, for the voice for our character, we have decided to record our voice and manipulate the sound so that it sounds like our character.
Character personality and phrases he'll be saying will be determined throughout this week.
Monday, September 17, 2007
Game Idea
Donut Tycoon
The player's goal is to sell as many donuts as he/she can and take over Canada with his/her delicious donuts.
There will be several 'stages' (cities) to visit all over Canada.
Stages will be harder to complete as the player progresses.
In each stage, the goal is to sell as many packages of donuts as he can.
To assemble a package, the player must acknowledge the order, and put together the exact package with a variety of donuts. This will be the challenge of the game.
Beginning stages will require less donuts to be assembled.
Major cities will have swarms of people, and they will want more donuts in their package.
The player must stay calm, and be coordinated, and assemble the donuts as quickly as he/she can without any errors to succeed.
- takes similar approach from popular game 'Lemonade tycoon'
- aesthetically pleasing theme
- everyone likes donuts
- wide range of target audience
The player's goal is to sell as many donuts as he/she can and take over Canada with his/her delicious donuts.
There will be several 'stages' (cities) to visit all over Canada.
Stages will be harder to complete as the player progresses.
In each stage, the goal is to sell as many packages of donuts as he can.
To assemble a package, the player must acknowledge the order, and put together the exact package with a variety of donuts. This will be the challenge of the game.
Beginning stages will require less donuts to be assembled.
Major cities will have swarms of people, and they will want more donuts in their package.
The player must stay calm, and be coordinated, and assemble the donuts as quickly as he/she can without any errors to succeed.
- takes similar approach from popular game 'Lemonade tycoon'
- aesthetically pleasing theme
- everyone likes donuts
- wide range of target audience
Wednesday, September 12, 2007
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