Showing posts with label Project. Show all posts
Showing posts with label Project. Show all posts

Sunday, 31 October 2010

Backlash


After this weeks presentation many things needed to be taking into consideration.The storyboard and level design documents need to have more consistency throughout the group.
So to try and get the team working towards a more consistent final product I've set up a simple template that I've requested them all to use when making any new storyboards.
A quick example is below:


Super simple but super effective (yes the pun was kind of intended).

Also another thing that I had to do this week was contact certain individuals in regards to their levels. There was a lack of consistency throughout the video game and because of this some ideas had to be dropped.
Now instead of taking the smart rout and sending a group email regarding the story board and then contacting individuals about their level, for what ever reason I decided to email everyone one by one about the storyboard and the level as well.
This has caused a terrible blacklash to myself as now it's taking much more longer to send this emails. Meaning less time to work on my own level and story board and also my other projects.
Mental note to myself. If there is something that is universal to the whole group send out a group email and then only contact the people that need to do the minor changes.

Currently listening to Feeder, Buck Rogers

Sunday, 24 October 2010

Wrong Move

It is said in Chess to play well you need to predict what the next set of moves will be and make your own move accordingly. After 4 weeks at Southbank I felt that I was able to arrange my time efficiently and also predict what that move should be. I was wrong. I have learned that if you want a project (any project) to work, you can't take a break from it (even if it's only a day or two). I felt that I could get away with the idea that I don't have to focus on 2D Game designs and work on my other units. I thought that this was going to be a good move. It didn't work out as well as I hoped it would. This group work, no this University Course is my game of real life Chess, I made a bad move. A move that resulted with the group having around 3 days where things were happening but not to their fullest potential. I take this responsibly on myself and now know not make that wrong move again. But just like in Chess it is still possible to correct the mistake that was made as long as it didn't lead to a Check Mate .

http://www.simplyzesty.com/blogging/content-king/

Amongst other things that have happened this week there was also a possibility that a member of the group may have left uni. This member of the group was not at any classes and was also not responding to any group emails. After a little while of worrying for the worse, I contacted this member directly and have found out that they have been quite a lot of things that have been going on for their selves and that as soon as it was possible they will send me any group work that needed to be done.

Currently Listening to Analog Fish, Speed.

Monday, 18 October 2010

Project Update 18/10/10

Things done to date:
  • Come up with group name (Team)
  • Rearrange group (Team)
  • Set up Group Gmail Address (Myself)
  • Finalised game concept and concept story (Team)
  • Wrote bare bones of a story (Writers)
  • Team Members Chosen Level (Team)
  • Basic Level Design Documents (Team)
Things to do:
  • Liaise with team and team leads
Summary so far
Quite a few things have come to past since my last post based on the project. One example is that we now have a proper group name, Pixelated. We've decided as a group to go with the motto "We See Things Clearer". I've been trying to make sure that everyone feels good in the group and that no feels left out. As a producer I realise that I've got to not only make sure that the video game gets completed but that also no gets left behind. A much more harder task then it sounds. One the ways that I've done to improve the team dynamic is to let everyone have a say on the main aspects of the group and game. In the long run me and Vlad have final say on anything and we will exercise this if time is tight. But while there is some time available I don't see why the team shouldn't have a say in what happens to the team.
We've also acquired some new members to the group. Due to this a change needed to be done to all the roles. The new revise roles are now as follows:

Producer- Vladimir "Vlad" Sivc
Assistant Producer - Jakub "Koobs" Klitenik

Lead Artist- David Ly
Artist- Arkin Buhara
Artist- Craig Fitzgerald
Artist - Ed Wulf-Vanderpuije

Lead Animator- Arron Pommeroy
Animator- Liam Crossan-Maguire

Lead Sound- Gurpal "Grups" Bhogal
Sound- Helen Dunne
Sound- Samantha Stead

Writer- Reese Newton
Writer- Tim Moore

Designer- Ade Thompson
Designer- Anton Korubov

Programmer- Alexander Jones
Programmer- Carlos El-Kaadi

Due to there being so many of us I decided that we needed an easy way to keep in touch with each other. At first I made a Facebook group but this didn't fufill the needs that the everyone could contact each other. Some members in the group don't have Facebook. So it was back to the drawing board. Then I came up with the idea of making a group email address. I decided to go with Gmail. I already have my own personal one so I know how to the basics and also that means I can transfer my contacts that I have for the group into the new group email. Also by having a Gmail account the team can also have access to Google Documents. GDocs (as I will now refer to it) allows the uploading of different documents and is a great way for everyone to share files as well.

Currently Listening to Calvin Harris, I'm Not Alone

Wednesday, 29 September 2010

Project Update 29/10/2010

So time for my first Project Post. As I stated in earlier posts there isn't a set format yet, but that may change the more I do as there might be a regular pattern that starts to show up. But in the mean time, it's all done freestyle.

Things done to date
  • Arrange team and assigned roles. Full list below (Team)
  • Made temporary Time Line with most important dates filled in. To see go here (Myself)
Things to do
  • Come up with a group name. I just don't feel that Group Z is good enough.
  • Come up with a Game Concept.
  • Meet with whole group and set clear expectations.
Summary so far
For our final product we need to make something that is based around the game Flowers Vs Zombies. Please note how I said BASED ON. While I do believe we will get a pass for a clone of FVsZ (Short hand for Flowers Vs Zombies from now on) we will lose marks for originality.
FvsZ is a Tower Defence game where you need to protect your house from a onslaught of Zombies. The weapons at your disposal for different types of plants ranging from the Pea Shooter (fires a pea in a straight line at the on coming Zombie and has a strong resemblance to Bellsprout) to Wall-Nuts that slow down the oncoming assault. The way that plants are deployed is by "Planting" them on your front lawn using a grid system. The picture below demonstrate how the grid system works.

Picture from http://www.wired.com/gamelife/2009/05/plants-vs-zombies/

Some games that follow the same concept as PvsZ are as follows:
Space Invaders. You control a space ship that is trying to stop aliens from reaching earth (or in case of the game the bottom of the screen).

Guitar Hero/Rock Band. Many people are probably going "WTF" at the moment but take a moment to think about it for a second. The overall aim of both of these games is to preform to a crowd. You achieve this by playing "Notes" that come down the screen. Miss a "Note" and the crowd become unhappy but if you hit one then the crowd becomes happy. Just think of the "Notes" as the Zombies and it should start making more sense.

Frogger. Again I can visualise a lot of people with very confused looks. One concept of PvsZ is to prevent the Zombies getting from one side to the other. Why can't that concept be turned on it's head and be made that the aim is to help them get to the other side. Frogger demonstrates this by getting the player to control frogs that need to cross a road and then a river, all of which have various obstacles and hazards.

Just thinking of these games alone should be enough to get a rough idea of a good game concept.

Also while writing this post I've arranged a meeting with the whole group tomorrow (30/09/10) hopefully we'll be able to get this boat a sailing.


Quick list of the team and roles are as follows.

Executive Producer- Vladimir Sivc
Assistant Producer Jakub "Kuba" Klitenik (That's me in case you didn't know)

Lead Artist- Arron Pommeroy
Artist - Ed Wulf-Vanderpuije
Artist- Arkin Buhara
Artist- Liam Crossan-Maguire
Artist- Craig Fitzgerald

Sound- Sam Stead
Sound- Helen Dunne

Writer- Reese Newton
Writer- Tim Moore

Designer- Anton Korubov

Programmer- carlos el-kaadi
Programmer- Alexander Jones

Currently Listening to Bloc Party, The Prayer (Hadouken! Remix)