Thursday, May 6, 2010
Completion
Wednesday, April 28, 2010
Level 4
Here is some concept art for level 4. As you can see, our level design is completely original. Now Edward must make his way through Jake's castle to his sweetheart Bella. But not if Jake has anything to say about it. Jake eagerly awaits Edward's arrival by Bella's prison, ruing over his past defeats. This time, he will not be beaten so easily.
We also finished adding all of the game's cutscenes. Level 3 now has enemies, too! All that remains is to implement Edward and Jake's special attacks for level 3 and 4, and further level polishing. The rough outline of levels 2, 3, and 4 is now in-game, but we are not satisfied with their difficulty and flow. We plan to use the next two weeks to implement the few remaining features, fix bugs, and balance gameplay.
We are all very happy with our progress. As of writing this blog entry, we have a full game. All of the general structure (levels, fights, etc.) have been implemented already. Players can now play the game from start to finish, and witness first hand this epic saga of love and vampiracy.
Tuesday, April 20, 2010
Cutscenes and Level 3
We're quickly approaching the end of the semester, and it's high time we got an important aspect of the game implemented--cutscenes. We have found that without cutscenes even people who have been around our game since the beginning don't understand what's going on! This week we did the opening cutscene. In it, Bella is kidnapped by Jake while Edward is in class. Now Edward must escape to the forest where Jake's werewolf henchmen are waiting.
We hope that the silliness of the game is made more apparent with this new cinematic. Previously our game has been misinterpreted as serious. Hopefully now players will see a distinct theme as they play through our game.
We also started on Level 3. Level 3 is based on a city in Italy. Edward must traverse rooftops in pursuit of his love. This level will stress jumping more than previously. If you miss a jump between some rooftops, you fall to your sparkling death. This level may not be as polished as we like because we are focusing on getting the cutscene in.
Tuesday, April 13, 2010
Let the Fight Begin!
On a different note, we are still working on adding in features to ourexisting levels and making some touch ups. Such as going back into level oneand adding the correct enemy, the brutish jock who terrorizes every highschool hallway. As for level two, we've added in our standard health pack forthe game, a cute and cuddly baby deer. It just warms your heart to see Edwardcradle that adorable little guy as he drinks his blood. We will have moreinteresting features to add in soon enough that should really enhance thegame play, dare i say sparkling?
-Alex (posted by James)
Wednesday, April 7, 2010
Welcome to the Opera
Monday, March 29, 2010
We Have A Game
There are 9 substates:
- Still
- Jump
- Run
- StillAttack
- JumpAttack
- RunAttack
- StillDamaged
- JumpDamaged
- RunDamaged
The level editor can be accessed at:
http://www.tstechonline.com/edward/tiles/EdwardLevelEditor.html
Entire levels can be designed, from placing the background tiles to placing the platforms! You can also load levels to edit ones that you have already made. Still left undone: placing state locations of enemies and players and triggers.
Monday, March 22, 2010
Level One
Spring Break WOOHOO!
Sunday, March 7, 2010
The side-scroller appears!
Monday, March 1, 2010
It's Looking Like a Platformer!
Programming the jump sequence has given us an idea for how we will have to use states to control all of Edward's abilities. It has also given us an idea for how miserable collision detection can be. Our implementation at the moment is pretty good, but there exists some flaws that a cunning player could abuse. In typical gameplay, however, these problems should never come up.
Our next assignment will likely be to implement the first level with or without a level editor. This is another big leap for us, because it will then allow Edward to move outside the bounds of the screen.
Monday, February 22, 2010
Assignment 3
Sunday, February 7, 2010
The Beginning
Background Story:
Jacob, Bella’s cunning werewolf friend, has grown tired of constantly living in teenage-vampire Edward’s shadow. Mad with jealously and hormone-fueled rage, he decides to steal Bella away. Edward must use his wit, craftiness and ability to sparkle in bright sunlight in order to vanquish his annoyingly-muscular foe and return Bella to his side. In the course of this game, the player must navigate Edward through several themed levels in pursuit of his adversary, gaining new powers and tussling with Jacob along the way.
Game Setting/Rough Levels:
The game begins in Edward’s high school, where the protagonist (through his convenient ability to read minds), hears that his beloved Bella is trapped in the woods and under duress. Rushing to her side (and navigating a maze of violent jocks, pitiless popular kids, and cliques of Bella’s nerdy friends), Edward finds that Jacob is in the midst of making off with his love. After a brief battle, Edward must pursue Jacob through the woods, feasting on deer and fighting off Jacob’s werewolf buddies as he goes. After finally catching Jacob, another showdown ensues, but Jacob is again able to escape, leading Edward into Port Angeles, WA’s seedy downtown, where he must contend with violent thugs and more tasty deer before reaching the outskirts of town, where Jacob mounts his trusty motorbike and takes the chase to the beaches and cliffs surrounding Forks. After another fight, Jacob finally evades Edward, fleeing to Italy with Bella and taking up refuge in a castle owned by the Volturi, a creepy clan of powerful vampires with a strong distaste for Edward and his family. Unperturbed, Edward gives chase, resulting in a final showdown with Jacob and the eventual salvation of his angst-ridden beloved.
The actual levels will be roughly as follows:
- Edward and Bella’s high school
- The woods outside Forks WA
- Downtown Port Angeles WA
- Beaches and cliffs
- The cathedral in Jacob’s castle
Game Mechanics:
The game itself will consist of platform-jumping with a side scrolling frame. Each level’s platforms, background, etc. will be themed for that particular level (i.e. tree branches for the woods, rocky outcroppings for the cliffs, etc). The emphasis of the first level will be on escape; after this, each level will follow a format in which there is a themed enemy (werewolves, thugs, Italians, etc.) which Edward must battle as he proceeds. At the end of each level, Edward will fight with Jacob, leading up the climactic showdown at the game’s conclusion. After each level, Edward will also gain a new vampire ability; thus, the range of possible attacks available to the player will increase as the game progresses, adding interest.
Since the first level will focus on escape, it will emphasize dexterity and acquaint the player with the game’s controls; once the player completes this level and gains his/her first vampire ability, the emphasis will transition to firepower, although the platform-jumping aspect will be preserved. Cut-scenes between each level will advance the plot. The motorbike portion of the third level will incorporate new sprites for the main character and perhaps different physics or a faster pace, but again the platform-jumping requirement will still be satisfied, with the player jumping Edward and his motorbike from platform to platform rather than jumping with Edward himself.
The protagonist will begin each level with a certain number of hit-points; being injured by an enemy (bitten by a werewolf, stabbed by a thug, scoffed at by a cheerleader, etc.) will reduce these. If the player loses all their hit-points, they will return to the beginning of the level they are currently playing. Deer will serve as power-ups; eating them will increase the player’s hit-points. During each boss battle (following each level), the screen will cease to scroll, and the fighting mechanics will change as the player squares off against Jacob. Jacob will become increasingly hard to vanquish as the game progresses; however, the player will also have new vampire abilities after each level, so this will serve to keep the game balanced. The player’s hit-points will regenerate at the beginning of each of these boss battles; if he/she loses to the boss, the boss battle will restart, but he/she will not have to complete the entire level.
Our general aesthetic will be dark and moody, in parody of the material we’re working from. This will be reflected in the character sprites, the level backgrounds, and the game music, which will be original, and will incorporate emo/techno styles.
A Quick Note on Copyright:
Since we’ll be borrowing a lot from the actual Twilight series here, it’s worth briefly mentioning the grounds we feel we have to claim fair use. Firstly, this is a non-commercial game, and as such will not affect Stephanie Meyer’s ability to make money from her work. Secondly, this is project has an educational character, and so is covered on those grounds. Finally, and most importantly, this is a parody, which is another category of derivative work which enjoys protected status. So take that, American legal system!
TODO:
- Resolve velocity vectors
- Figure out why sound takes 1-2 seconds to play after hitting a wall
- Fix screen size issues
- Add more awesomeness
Monday, February 1, 2010
Introduction
We're still working on a game idea, but whatever it is, it's going to rock your world.
Think Zelda. Think World of Warcraft. Think The Industrial Revolution.
This will be bigger.
TEAM MEMBERS
James P, James D, Jonathan G, and Thomas
GAME IDEAS
The side-scrolling version of the hit stealth game Metal Gear Solid™, this game combines intense waiting-for-the-guard-to-move action with a puzzle-driven storyline sure to keep you on the edge of your seat. Now with half the directional movement and two-thirds the spatial coordinates of an aging PlayStation game!