Wednesday, 6 May 2009

Testing and Implementation

Testing wise we tested as we went along we did encounter various problems due to the many classes using the splash screen. Most problems we managed to overcome except the hit detection and the removal of the smoke trail. If we could of achieved collisions the smoke trail's alive state could of been changed to false when it went off the screen.

An example of a problem we encountered and solved using our initiative was the aim function of the enemy sprite which seemed to invert its aiming on the player position.

This problem was solved with the addition of added code:



(working screenshot)


Unfortunately we couldn't use code such as score and bodycount and there wasn't an end to the level due to the fact niether player or the boss had collison detection.

Also the pause menu didn't pause the boss sprite probably due to the location of the boss code as the code need to be in the update method to work and it wouldn't work in the handle input method. This method was where we had the code to lock the players/rocket position.

References

Software
XNA - http://creators.xna.com/en-GB/
Paint.net - http://www.getpaint.net/
Photoshop - http://www.adobe.com/products/photoshop/
Fireworks - http://www.adobe.com/products/fireworks/
GIMP - http://www.gimp.org/

Tutorials
http://creators.xna.com/en-GB/tutorial/collision2dperpixel
http://creators.xna.com/en-GB/education/gettingstarted/bg2d/chapter1
http://creators.xna.com/en-US/samples/gamestatemanagement
http://creators.xna.com/en-US/sample/chaseevade
XNA Help Files - Going Beyond IV

Asset List

Audio

Background

Enemy

HUD

  • BloodHud - Made by Edgar & Tom D

Player

  • player1 - Made by Andy
  • RocketLauncher - Made by Andy

Rocket

Tuesday, 5 May 2009

This is the bodycount storyboard. It gives a run through on how it works on the right. Although it is only one page i thought it was all that was nessesary as we dont have scripted events it is more like a constant stream of enemies.

AAaarrrgh ive been hit! MEDIC! MEDIC!




Above is 2 sprites both taking damage so if we had hit detection we could use these. also, the enemy sprite was left out of the game. Oh yeah and i know u cant see the outline but imagine there both on see-through backgrounds!

OPEN FIRE!



Auright guys heres sum sprites for our guy to shoot out. I know this blog is a bit dodge but u get the jist! Missile 4 missile launcher bullet sprite 4 machine gun.







Game current status

The area of the game we have coded is for an extract of how a boss fight would look within the game.

We have merged all our versions of the game and here are some screenshots of how it is looking now:




Main Menu


Game Screen


The main parts of the game that we now need are:

  • Collision detection
  • To remove the smoke effect

Game Over Screen

This is the Game Over screen that will be displayed with the player is killed and has run out of lives.

Pause Menu


This is the pause menu for the game. The menu options would be seen on top of this image and they would be created using XNA programming.

GANTT CHART

This is the Gantt Chart for our group, the key on the left with our names shows the work each team member was assigned and the table on the right shows the intended time the work was to be completed by and the actual time it was completed by. Sorry for the poor quality of the image it was crazy trying to get a table into a image file. Click on the image for a better view.

More Enemies- Scout/Sniper

This is another alternate enemy design for a later level in which the enemy uses a sniper rifle to attack the player from long range.

More Enemies- Swordmaster


This is an alternate enemy design for a later level in which the enemy uses an energy sword to attack the player. Because of this their behaviour would change in which they would try and get as close to the player as possible but because theCheck Spellingy need to be close to damage the player the sword would inflict a great amount of damage to the player.

Saturday, 2 May 2009

Enemy Update

I've got the boss firing rockets, its not perfect but it looks ok.

I think we just need some collision detection in there now.

Here is a screenshot:


Also the boss is not affected by pause (lol).

Enemy / Boss

Hey Guys,

I've programmed a boss type enemy for the level.

He moves towards the player by default and dodges / evades rockets when you fire at him.

I can customize pretty much anything about him (speeds, thresholds, what he does) as I did the code myself :D.

Here are some screenies:

Here he is moving towards the player. (The player is that tiny cannon sprite which is why its hard to see)


Here he dodging a rocket


Here he is dodging another rocket or trying to atleast


Edgar

Edit: Boss sprite from http://www.chatcomics.com/sprites/

Friday, 1 May 2009

Music and Sound Effects

I have successfully added Music and sound effects to the Game.

Obviously it is difficult to screen shot this so I won't try.

Currently using Daft Punk - Voyager as the soundtrack, if anybody wants something else just let me know and I'll stick it in.

My Firing sound effects are from http://www.soundsnap.com/.

My movement sound effect is from the Going Beyond Tutorials.

Edit: All my sound effects are not from soundsnap as I have changed the engine sound effect.

I now plan to try and implement some enemies over the rest of this weekend