Monday, July 14, 2014

Concept Art Update

Thanks to Spencer, we have some new parallax ideas for our game. We will explore this style more, but so far, we have some new artwork added to our game. A few bugs remain- still having trouble with the spawn function. And we should be hearing back from our musician soon!

Some new patterned backgrounds

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Tuesday, June 24, 2014

Some notes

From our last meeting, Binghao, Spencer, and I were able to go over the art scope for this project and possible changes. Spencer has been a wonderful resource for us in providing paper pattern references, which will give new light and beauty to this project.

With the power of our collective notebooks and brainpower, we were able to brainstorm several ideas, keeping other games in mind. We explored various "endless runner" games and talked about what worked best. For me, I personally enjoyed Backflip Studio's Ninjump Instruction page. But the UX flow in getting there was a tad bit confusing. For one, to locate the instructions for the game, you would have to go through options. I haven't seen many games do this, and it was not very intuitive for me as a player and designer because "Options" generally refers to settings you would like to set, as opposed to, a place to find how to play the game. Usually, those instructions are reserved for somewhere the start button, or even on the menu screen where the player can't miss it. There's nothing more frustrating than trying to play a game you don't know the rules too.

Some exceptions could be the simpler games that rely on player intuition, but there's always at least a line or command at the beginning to give a heads up to the player. Binghao made the point of have an instructional play through/tutorial at the beginning of the game as it starts. I've seen this in many web games, and this style of instruction is much more interactive and fun. However, it would be annoying to play through the tutorial every time the player wants to play the game. So the FTUE (First Time User Experience) would be unique and basically force the player to get through the tutorial, whereas the STUE (Second Time User Experience) would skip the interactive tutorial and possibly add the instructions as an optional choice via pop-up.


Background Art Concepts by Spencer Park
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Thursday, May 15, 2014

Ahead of Schedule

Scheduling is always difficult when making a game because there are a bunch of external factors that you may not be able to control. In this case, our game developer, Binghao, has put us ahead of schedule! I'm very pleased to announce that we can really focus and hone in on the game design while we wait for our prospective artist to be done with finals.

 The updates I received from Binghao:

  • Clean and organized code with comments (Thanks!)
  • Data saving through Player Prefs: this allows the player to skip the instructions menu after they've played through it once and also keeps highest score
  • Score values have changed
  • Game speeds up over
  • Bonus system now being implemented
Some minor tweaks that we went over are mostly art-based. While our engineering progress has made great strides, the art is what is going to drive the tone and style for this game. 
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Tuesday, May 6, 2014

A Mini Update

As students, we are entering our final stretch for this semester. Work on Orizuru has been delayed because of our academic obligations, but recent updates are:
  • Simple AI behavior has been implemented
  • Changed how enemies are spawned
  • Changed how the score is updated


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Thursday, April 24, 2014

Wireframe Screen-Grab

I've been working on completing the wireframe for the game. Because we are lacking an artist, I decided to optimize our lack of assets and create placeholder art. If we can't find an artist, then the placeholder art will act as a backup (with polishing touches).

Our current issue is how to design for different screen sizes. Do we stretch the images? Move some assets down to fill up space? Or monetize with ads on the iPhone 5 screen? The main concern I have is how do you add something to one screen without depriving the shorter screen of that same feature?


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Wednesday, April 23, 2014

Video Demo | Build 3.0

I tried to record a video on my phone, but unfortunately my phone doesn't have enough space. Luckily, Binghao was able to give us a very good demo of our most current build. Featuring the menu prototypes, newly appointed button states, and gameplay. 

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Monday, April 14, 2014

Accelerometer is working!

This is old news, but since last week, Binghao managed to get the accelerometer  working! (And ahead of schedule!) And we have a new sound designer on board, Areum Hwang.

Also, here's some concept art I've been working on for the font. Origami font, with and additional icon sketch for the app store. We are planning to have this font present as an image.
Origami Font Concept
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