Thursday 15 April 2010

Well...

...after a few weeks off of being completely lazy and a pitiful amount of time being spent on Project TF over the Easter weekend.  I am now returning to the development of this prototype.

Unfortunately, it seems as if I'm doing this project solo so a lot of the polished art work will only go in once the functionality of features have been verified.  This is probably the best plan for me as spending time working on or looking for resources will take up a considerable amount of my time.  So anyone playtesting the project will hopefully look past the graphics and focus on the mechanics and gameplay to help me refine the game to make it more enjoyable for players.  After I, playtesters and focus testers are satisfied with the improvements I'll start creating beautiful graphics to help my game shine.

Where I am at now is completing the final details of the design on the project site and I've got the following done and into the control system:  Walking, Jumping, Machete Move 1, Machete Move 2, Whip Move 1, Lassoo, Discovery.

The problems that I have encountered at the moment is that after the animation has finished playing the character is not moved to the new coordinates, so that will be my first thing to look at.  Also the Discovery move needs further animations made of the character at a smaller size.  This shouldn't be difficult, but will take a bit a time as I didn't think to cover this when making the rest of the sprites.   Also there is a small problem of the character playing the jumping animation and using the Discovery move at the same time because they are on the same buttons, but all of these seem quite minor and I don't reckon they should be difficult to fix...hopefully.

After this is done, I'll work on some basic enemies, the experience and the Intellect system.

Wednesday 7 April 2010

The TI:DeDA Programme

Over the last few weeks I've looked into the objectives and learning outcomes of degree and masters courses within the UK currently available to anyone wishing to get into the games industry. And I have also been trying to generate a suitable name for the programme.

The Programme Title

From looking at these course outlines and a few requirements of my own I have come up with a first draft of the objectives and learning outcomes for my new course, which will be called the Take Initiative: Design Degree Alternative (DeDA) .

I decided to focus on a course that consisted of subjects taught on degree courses so that it will cover the basics of game and level design for beginners. As I am not qualified to teach a professional course most of the information I distribute will be from secondary sources, my own experiences with design and whatever I learn along this process. I intend to create a plan to produce each project that will be used in the portfolio, but will break each section of the development process down so that the participant has a chance to analyse that stage of the process in greater detail.

Objective and Learning Outcomes

After researching the objectives and learning outcomes of the current Degree and Masters courses within the UK I have created a shortlist of the objectives that I want DeDA to achieve and the learning outcomes that I want the participants of the DeDA to gain.

Objectives

  • Keep the cost of books, tool, software and trips i.e to conferences and/or IDGA meetings under the cost of professional/official courses at this time. Currently, this is about

  • Provide information and teach participants how to use current development tools e.g. UDK/UT3, Unity or Hammer to produce high standard game projects.

  • Be level design and game design focused

  • To be a suitable time scale to learn all the content outlined in the course and produce a portfolio to fit around a schedule i.e. a QA role

  • To produce a portfolio of work that will (hopefully) consist of 2 large projects that demonstrate knowledge of current tools


Learning Outcomes

  • A comprehensive understanding of the study of games and techniques used to create them

  • To be able to make critical analysis of certain areas of games after playing them and to be able to talk confidently about them

  • Learn to design and develop game projects from concept to release using the latest development tools

  • Be able to make contributions to the development of innovative games, methods, concept, genres or mechanics.


These still need to be looked over and refined but they seem pretty solid for me at the moment.