Sunday, January 27, 2013

Mireya Cogdill- Asset List

Here is a list (most likely a few more things will need to be added to it) of assets I will need to make. I put down multiple possibilities for aphids/bugs that will come out of the gun/cannon and even enemies. I will have at least one from each category done since doing all of them may not be possible at this time.


THE ASSET LIST- ANTI POLLEN

Main character

-TURNAROUND-
            --With Weapon
            --Without Weapon
-MOVEMENTS-
            --Walk
            --Run
            --Jump
            --Idle
            --Victory
            --Defeat
            --Crouch/Duck!

APHIDS(and other assorted small bugs)

-TURNAROUND-
            --Basic Bitting Aphid
            --Poison Aphid
            -- Bee’s nest BEES! SWARM!
-ACTIONS-
            --Wiggles
            -- Biting
            --Dead
                        ---Life hits Zero
                        --- Squished
                        ---Eaten
            -- Inside Bazooka
            -- Flying (after launched)

BAZOOKA
           
-TURNAROUND-
-ACTIONS-
            --Standby
                        ---Without Aphid
                        ---With Aphid
            --Shooting
                        --- Aphid launched
                        --- Smoke or BAM!

ENEMIES- FLOWERS

-TURNAROUND-       
            --Daisy
            -- Sun Flower
            --Venus FlyTrap

-ACTIONS-
            -- Idle
            -- Attack
            --Special Attack?
            --Dead

GAME ASSETS

            --Title
            --Play Button
            --Life meter
                        ---Main Character
                        ---Aphids
                        ---Flowers
            --Aphid Ammo Meter
            --Timer
            --Score Keeping Thing

BACKGROUNDs
          -- Clouds
          -- Sun
          --  Ground
          -- Small Hills
          -- Underground Holes
          --Non- lethal plants shrubbery
                          --- Small Trees
                          --- Bushes
                          --- Non- Lethal Flowers
           

Saturday, January 26, 2013

Errol Francis--Game Design

Game Updated

Originally, the name of the game was called Exit Man.
I changed the title to "Get Me Out Of Here."

"Get Me Out Of Here" is a puzzle/maze/side-scrolling game where you need to find the exit out of a dark cave.  The cave is not entirely dark.  There are candles lit inside the cave.

Gameplay:  Player starts off with the character named Max.  You are in the middle of a maze and your goal is to find your way out of the cave by going through doors before time runs out.  You also have to be careful along the way because there are obstacles trying to prevent you from reaching the goal such as pits and spiders.

Controls:
Up/Down Arrow--Climb ladders
Left & right Arrows--Walk
Hold R+Left or Right Arrow--Run
Space bar--Jump

This is my design for the character.  His name is Max.  He is a stick figure with clothes on.  He can walk, run, jump, and climb.




February 1, 2013  Updated

     My rough sketches of Max walking, running, jumping, and climbing.  I have also included sketches of what the title screen, victory screen, Game Over screen, and gameplay screen may look like.  The other game asset sketches I also have are candles, spiders, pits, and pretty much what the cave would look like.  The cave has brick walls and brick floors with a checkerboard-like pattern to it.







February 6, 2013   Background and Remaining Assets 



My asset list for this game includes:

1. Doors with numbers
2. Main Character--Max
3. Brick walls inside cave
4. Brick floors.
5. Candles
6. Spiders
7. Pits
8. Health icons
9. Time limit
10. Ladders
11. Score (at the end of game only)



       Exit Man is a maze/puzzle/side-scrolling game where you play as a stick man trying to find the exit of an abandoned building.

      The goal of the game is to simply find the exit by going door to door.  It's a thinking game.  There are multiple doors in each area of the building.  There are obstacles such as pits and enemies such as spiders crawling around trying to prevent you from reaching the exit. 


Wednesday, January 16, 2013

Mireya Cogdill- Game Design

UPDATE FEB.11
I realized that I miscounted the petals so one of the faces will be used twice.


I will color these later :D





UPDATE: Feb 3-
These should be the rest of the assets that I will use. I also included a really rough layout of how I might want to design the first level of the game.











UPDATE JAN 27th
Designs of possible Guns the Main Character may use as well as turn arounds of the Main Character, an aphid, a bee, and a flower.




UPDATE: JAN 26TH
Here are roughs of possible logo designs for the game as well as some broad movements that the main character could have in the game: some Idle, walk, and jump actions. I really need to re-work the way she would walk around in the game and will probably will require more drawings and she'll have to cross her legs most likely. I also included what she would probably look like holding the weapon.






Name of Game: Anti-Pollen

This game is a Ladybug gal named Atne (AT-knee) wanting revenge against the plants. The plants have enslaved most of the insects to do their bidding and whatnont but most importantly captured her dearest pet aphid, Plop, and her own various ladybug kin.

With the help of some hungry aphids, she propels them towards her enemies with her gun, and the aphids eat like crazy!

There would probably be various aphids with different abilities based on their color. And the plants might have defenses consisting of insect eating plants, and even large insects that eat other insects as well, like spiders.

The Gameplay: It would either be a side scrolling shooting game where the character flies around or walks and shoots the various plant life or possibly a launcher game where the character would just stay in place and the player would have control of the movement of the bazooka-esque launcher as armies of vicious plants try to break through her defenses.



Monday, January 14, 2013

Alston Hayes

Test post

Castro Game Design

2/11/13 UPDATE!!!!!

START BUTTON:


2/11/13 Asset Turn-In Schedule
Week 6:

  • Day 1: START BUTTON/Power-up drinks (lineart)
  • Day 2: Weapons (EDIT CHANGES OF START BUTTON/POWER UP DRINKS)


Week 7:

  • Day 1: Main Character Design; Enemy Designs (FINAL START/POWER UP ASSETS; EDIT WEAPONS)
  • Day 2: Main Character Movement (punch/dodge/weapon swings)


Week 8:

  • Day 1: Victory/Defeat Screens
  • Day 2: Health Bars


Week 9:

  • Day 1:  Enemy movement (breakdowns)
  • Day 2: Enemy movement (swf files) [Organize binder for final]


Week 10:

  • Day 1: Final check-up
  • Day 2: Turn in EVERYTHING


2/04/13 Asset list:

Player character/weapons:

Defeat Screen:
Victory Screen:

Power-up drinks (each has a specific power-up move):

Enemies:


Enemy action poses:

 spinning punch (player needs to duck to avoid attack)

Beach slap (player needs to dodge left/right)

 Splash drink (player needs to duck to avoid scalding humiliation from drink)


Buttons:


Clubbin Seals (Neon Font)

Assets:

Main character: Sailor
  • ·       Turnarounds
  • ·       Movement

o   Dodge left/right/down
o   Attack (punch & hit with/without weapon)
o   Defeat/Hurt (screen flash red/blood splatter on screen)
o   CHAOS MODE! (punch/hit enemies as fast you can for a certain time limit)

Victory screen:
  • ·       Main seal standing on pile of beat up seals

Defeat screen:
  • ·       Dirty/bloody main white seal has chewed up flipper on brick wall of an alleyway, slumped in defeat
  • ·       BG: Dark alleyway


ENEMIES: seals

  • Seals turnarounds
    • ·       Buff (smashing fist into palm as creeps closer)
    • ·       Skinny (goofy walk as creeps closer)
    • ·       Lady/Curvy (saunters closer)
    • ·       Chubby (bounces lightly getting closer)

Weapons:
  • ·       Wooden baseball bat
  • ·       Billiard stick
  • ·       Wine bottle (not cracked)
  • ·       Mallet
  • ·       Fish  (tuna)
Items/power-ups: Drinks


  • Sardini
  • Mermaid Moonshine
  • Triton's Crown
  • Nessie's Wrath


More assets:
  • ·       Start Button
  • ·       Timer
  • ·       Health meter
  • ·       Title



1/21/13 Logo Ideas



1st idea: "Sailor Bear Slayer."  Player has to help Sailor Bear Slayer decrease the fish population from overtaking his crib. *researching & building*



2nd idea: "Clubbin' Seals." First-person shooter game. Player enters into Dive Bar, a nightclub for marine animals, and gets into a bar fight with a cheeky seal. The goal is to basically club him till he's a boat load of KILOHERTZ (literally). Your weapon: a bat.

Wednesday, January 9, 2013

Errol Francis Test Post

Errol Francis Test Post

Athena Castro Test Post

Athena Castro Test Post

Mireya Cogdill Test Post

Mireya Cogdill Test Post

Denzel Asiedu Test Post

Denzel Asiedu Test post


Mash-kun

  Mash-kun is a title character and the main protagonist of Mash-Kun!  Mash-kun is a small  marshmallow person who lives in the Gumdrop Village with his adoptive parents.  He sets out on a journey to Cake Castle to defeat the Wax King who invaded his home. Mash-kun wields a Popsicle sword given by his father.    



Enemies


Nen-Nens are one of the major species in the Gumdrop Kingdom. Nen-Nens resemble small, glowing fireballs. They are the most common soldier in the ranks of King Wax's army. They can typically be defeated with three strikes from Mash-kun's Popsicle sword, or gumball attack.
Nen-Nen "taking damage" animation cycle.






Doru-Doru are a race of candle-like creatures. They are often basic foot soldiers of King Wax's army along side Nen-Nens. They have the ability to mold themselves into shapes, such as giant hands. They can be defeated with four strikes from Mash-kun's Popsicle sword, but when transform into different shapes their bodies will harden and it will take five to six strikes from the sword. 

Techniques used by Doru-Dorus:

Doru Hand: Doru-Dorus can mold themselves into giant hands and inflict significant damage to Mash-kun by punching or smashing him to the ground.

Doru Beam: While in their Doru Hand form, Doru-Dorus can create fireballs from each finger and thumb and fire off beams. Each beam deal small damage, but together they create a stronger attack. 
Doru-Doru Walking Animation Cycle
Doru-Doru Performing Doru Hand and Doru Beam



Doru-doru Slap
Gumdrop Village


    


  
Cherry Bomb Button Pattern
Cherry Bomb Button Pattern 2
Cherry Bomb Button Pattern 3
Cherry Bomb (Counter)
Cherry Bomb (Counter 2)
Cherry Bomb (counter 3)
Cherry bomb counter 4
Cherry bomb counter 5
Mash-Kun Standing
Mash-Kun Hit
Mash-Mash Swing (Grab)
Mash-Mash Swing
Sugar Rush

Mash-Kun Gumbowl
Gumbowl Throwing Cycle

Mash -Mash Swing (landing)
Health Bar
Defeat Screen
Marshmallow Walls: Walls made of marshmallow that must be knocked down by gumbowls. Elevator Marshmallow Walls move in the direction indicated by the arrows.



Starburst (appears whenever Mash-Kun gains items)
Chocolate Bar Boat:  In the Forest section, Mash Kun uses the boat to get across to get to the Wax Lord's Castle.
Sugar Rush Bar
Sugar Cube/ Gumbowl/ Face-to-Face Final Battle Screen

Fire Animation Cycle (For Nen-Nens and Doru-Dorus)














Game Assets



·        Main character-Mash-kun
-Left/Right key: Dash forward/backwards
-Up key: Mash-Bounce
-Down key: Crouch
-S key: Mash -Mash Swing
            1. Able to grab floating objects (sugar cubes, gumballs)
           2. Grab tree branches to swing across from
·        Weapons
-Popsicle Sword
1. Z Key

·        Sugar rush meter
           -Increases when Mash-kun collects sugar cubes
            -When the meter is full, the player will press the X key and Mash-kun will enter the “Sugar Rush” state where his attacks will increase in speed and power


  • Items

  1. Sugar Cube: Increases Mash-kun's sugar rush
  2. Gumbowls: Used to knock down marshmallow walls

  • Health Bar
  • Chocolate Boat Bar
  • Marshmallow Walls/Elevator Marshmallow Walls
  • Enemies: Nen-Nens, Doru-Doru, Wax Lord
  • Environment
  1. Cake Platform
  2. Donut Bridge




Cake Platforms for Mash-kun to walk on
Donut Bridge for Mash-kun to walk on that rotates


Gumdrop Village Environment Part 1
Gumdrop Village Environment Part 2
Gumdrop Village Environment Part 3
Cake Castle
Chocolate Door


Environment 4
Sugar Cube
Mash Kun Running (Colored)
Doru Doru Walking (Colored)
                      Mash Kun (Animation)