Tuesday, December 13, 2011

Robbed Game Snapshots

Snapshot #1: Updated Start splash screen

Snapshot #2: Fully functional version II of "Robbed!"

Monday, December 12, 2011

Robbed Final Game Design Docuementation and Update

http://word.office.live.com/wv/WordView.aspx?FBsrc=http%3A%2F%2Fwww.facebook.com%2Fattachments%2Fdoc_preview.php%3Fmid%3Did.294989723879281%26id%3D66672ca025b3d3ff726e512b58b62802%26metadata&access_token=1588790053%3AAQAbMEzMVZ83EtoW&title=Robbed_Game_Document

Thanks to Tim Heverin for completing and editing the final game design docuementation, our second Small Team project "Robbed!" is functional and playable.  Evan Bremer conducted several play test sessions, discovered a few small glitches; I got them resolved afterwards without any problems.  I'm planning to work on this project alot more over Winter Break and Studio class in Spring.

Saturday, December 10, 2011

"Robbed!" Update

Here's a small update towards our second Small Team project:

- Changed name of the game to "Robbed!"
- Changed the Start and Instructions splash screens
- Implemented a simple countdown GUI timer
- Implemented a simple Lose splash screen (when the cops come before robbers haven't completed their main objective)
- Fixed sound volume issue with each player piece

Wednesday, December 7, 2011

Small Team - Postmortem II

Three questions were asked by the professor for our second Postmortem in Small Team Project:

1.) What one thing from this class would you use to make your game successful?

- The one thing from this class I would use to make my game successful is time management with my team mates.  I happen to have some faults scheduling enough time for each of the team members to do their tasks during each week.  I plan to improve that for next semester and future months ahead.

2.) What is the one thing you have learned from this class?

- The one thing I have learned from this class was the best feedback from the professor, Janell, herself stating that I improved throughout this semester with leadership skills as a team leader.  That made my best moment and by following an old high school motto, "Whatever It Takes."  I got real far in this course and learned alot about myself as well.

3.) What is the one thing you will remember for next semester (Small Team Studio)?

- The one thing I will remember for next semester (Small Team Studio) is continuing to improve all of my skills as a designer in the video game industry.  After learning alot from the first semester in Small Team, I am planning to continue that alot further in Small Team Studio.  Overall, this has become a great learning experience for myself and will remember this for a very long time.

Sunday, December 4, 2011

Economic Hit Men Final Description

Thanks to Evan Bremer, here's the finalized description of our second Small Team project "Economic Hit Men":

Economic Hitmen a multi-player tablet game that my team and I designed. It's a simple board game set up that is appropriate for all ages. here is the description; four different play as bank robbers and they must navigate through a 4 roomed bank and steal all of the money, which is scatted in the rooms at various loot spots. Since this is a purely competitive game, whoever has the most points at the end of the game is declared the winner. The game ends when the last loot has been taken. However, throughout this bank, there are various security panels that lie invisible on the floor and they only activate when someone has stepped on them. There are spaces that will force you to move in a certain direction and there are spaces that will strip you of some of your loot. Some will only take some of your loot, but others will completely bankrupt you. You want to completely avoid all of these spaces, but seeing as how they are invisible, this is also a game of luck.

From a game play standpoint, the game is structured much like an board game. 4 players move their pieces one at a time taken turns starting with whoever plays the red robber. Each player can only move 3 spaces at a time, but they can move in any direction they want, just not diagonally. More specifically, they cannot move directly from one space to a space on the upper right in one move, they must move right first, and then up second. Player cannot also occupy the same space as another player. That's pretty much the set up on how to move. Then come the special spaces. There are spaces that, when stepped on, have blue arrows on them. These are the spaces that force you to move 3 more spaces in the direction of the arrow. Then there are the spaces that take loot away. Space that have the picture of an open hand dropping money only take away some loot. Not all depending on how much you have. However, there are spaces that have a dollar sign with a red NO symbol. It's these spaces that will completely bankrupt you. One thing that needs to be known is that the moment you land on a space, your turn is over, so if you land on a space that takes loot, you must end your turn on that space. If you land on an arrow, your turn ends when you've landed on the third space the arrow made you go to.

My part in this was code everything and implement what was needed and what was taken out completely.  During the process, there were several points that required lots of communication.  It worked great between myself and Evan; there were a few good moments with Tim as well.  I also had some help outside of class and learned alot from their projects as reference ideas.  As a developer, on the programming side, I feel I'm still "new" to a certain standard.  Other than that, I managed to create something with help from my team mates, Evan Bremer and Tim Heverin.  I give them equal amounts of credits to make this one fully functional and complete as an educational learning experience.

Saturday, December 3, 2011

EHM Video

The three things I would improve from watching our video are:

- Practice several times before presenting in front of the class or meeting with industry staff in person

- Have everything more organized with a plan, instead of "winging it"

- Don't say anything negative as you're presenting the product