Tuesday, 10 November 2015

DAY 41

Today I had absolutely no time to do work so I talked with everyone about the game. I was busy doing grad photos all block so all I did was reminisce with people. Jake wanted to make it so when the player is turned, the sprite turns completely 90 degrees. I think that it would look really weird doing this, though realistically speaking the player right now is running on an angle, but that's ok, it's a video game. Next class I will make some new tiles and refine the cut-scene a bit.

Monday, 9 November 2015

DAY 40

Today we talked about what to do with the game and the story and such. Also Simran bought me battlefront for my birthday, I'm not sure why I put this in the blog but why not. I also worked on blending the ground tile with the black ground to make it look better, and made it look better when it repeatedly tiled so it blends with itself (with the help of Jake). Most of the class we talked about how making parallax scrolling while the player moves, kind of copying what Ty did, though it looks cool and I will credit him if he wants me to. Next class I will work on some new tiles such as concrete or something. Below is a screenshot of what the blended tile looks like.




Friday, 6 November 2015

DAY 39

Today I began recreating my tiles into "platformer mode". I took some inspiration from a game called deadlight, and suspect I will be continuing the inspiration for alot of other things. I really like the style of this game, and the parkour in it is really cool, so that's why I want to implement it into our game. I got Jake to work on the inside walls for the house, and some grime and dirt to go with it. After he is done with that, I asked him to create an outside background, which is going to take some time but I want it to look really good. I created a grass tile for outside and that's pretty much all I did. I'm going to make it go from grass, then dirt, and then black as it gets farther down. After that, the inside walls should be finished from Jake, and I can begin on the cut scene; where I last left off in the "old" game. I can finally post some visuals relating to what I did also:





Thursday, 5 November 2015

DAY 38

So today we discussed the major decision with the whole group with our mini "meeting". We discussed the pros and cons of it and decided to make the major decision, and convert our game into a platformer. This is going to take some major changes and fixes to go with it, but overall it should be beneficial. Here are the things we can accomplish with it now being a platformer: Way better lighting, A really cool looking background and foreground, parkour maybe, and it just ultimately looks better. Jake and I got started with converting it and what we did was add a ground and the house. I got Howie to work on zombie and player movement. Jake and I worked on making it so when the player is colliding with the door of the house, and pressing E, it switches to another room. This is pretty much all we did as we spent a majority talking about the change. I'm still not sure what Simran's role in the game is but he has to start doing something soon. Next class I will continue on the progress, and create some ground visuals since all of my tiles are now rendered obselete.

Wednesday, 4 November 2015

DAY 37

Today I fixed a few errors, and create a few more. This seems to be what I do on the daily, but it's OK I'm making progress. I'm trying to create a working timer for the black to project itself for a few seconds then unproject itself, which should be easy but since I can't really see anything in the room, it's hard to tell if it's actually working or not. I got Jake to work on the zombie walking animation which still looks a little fast, I want it to be a slow movement. I'm still trying to work each of the errors. The problem is now within the cut scene, which is better, but still a problem. Next class I will work out these errors, find out a better way to make this timer maybe, and then work on cut scene movement. Also, this happens (Below) due to the object not destroying itself when in collision with the player, which is easy to fix, but it looks kinda cool. At the end of class Jake and I were discussing about changing the game into a platformer, which is a big decision, but can be very beneficial; better lighting, parkour, awesome physics, etc. We aren't sure if we are going to yet because it would be a huge change but it is an option at the moment.




Tuesday, 3 November 2015

DAY 36

Today I managed to finally draw out a black background for the cut scene. I put it in the draw even for the player basically as: draw a black foreground over the screen if room_house = true, and then start a timer for a bit, then clear the black background. I wish this was as easy to do as it sounds. I do have it so it draws the black background, though I think it starts the timer when the game initially starts. The timer is basically a few variables adding 1 until equaling a certain number, then clearing the black. I still have to play with some things to get it to fully work at the moment, but right now I'm happy with today's progress. I got Jake to work on the significant other in the sleeping bag also, so I can implement that into the cut scene as well. Next class I plan to fix up all of the small errors I created today, and get the timing right with the black, so I can get some movement into the cut scene. I would put some actual game visuals here relating to what I did today, but it would literally be a black screen, so here's some code:


Monday, 2 November 2015

DAY 35

Today there was only about half an hour in class to do work due to it being a half day, but I managed to do a few small things. I'm going to put the draw a black foreground in the player event if they're in the room house, and then wait a few seconds, undraw it for a few seconds, then redraw for another few seconds, and undraw forever. Hopefully this will work instead of trying to draw something in a step event. I tried to make it so when the room starts, the sprite_index of the player is = spr_sleepingbag, and then once the significant other disappears (I'll create a variable), the index is changed to the player, and the sleeping bag without a player in it, will be "instance_create"'ed, and the player will then walk out the door. I will try and do all of this tomorrow hopefully. I don't have any visuals today as all of what I did was in code, tomorrow I will though don't worry.