Thursday, July 11, 2013

Month 2 Task List/ week 1

Tony- Artwork for the obstacles
      Satellite
      solar flare
      ???
      Necco Wafer coins
purple
white
orange
dark blue
yellow
pink
green
light blue
      Civilians and civilian ships
     Space debris

Walter- Technical/ coding
    Obstacle collision
    Obstacle movement
    Redo Shooting scripts
    Bullet collision/ destroy object
    Player_Health ???
    Player_Damage???
    Score_Hud???

Nick- Audio and image conversion
    Take Tony's drawings and convert them via PS and unity

Phil- Story
    Storyboards
    Upgrades

Matt- Impromptu intern
    Storyboards
 

Story

Sketch Jets: Mr. Chalks Great Adventure: The Quest for Necco Wafers


Mr. Chalk arrives home after a long day of writing to see his lovely wife waiting for him.  He had forgotten to stop at the store to get groceries for dinner.  Ms Chalk gives Mr Chalk a new shopping list and sends him to the store.  Mr Chalk then leaves again to go to the space store for supplies and on the way runs into trouble.

 Low on fuel Mr Chalk must stop at the space gas station to fill up his ship and purchase upgrades with the necco wafers that he has collected off of enemy ships.

Mr Chalk leaves the gas station to venture on his way to the grocery store.

 Mr chalk arrives at the store and purchases dinner and new upgrades.  He then receives a message from Ms Chalk that she needs medical grade moisturizer from the pharmacy.
 
After much peril Mr Chalk arrives at the pharmacy where he will be able to purchase more upgrades and moisturizer for his crusty hubby.

     On his way home Mr chalk ran into a space detour that will take him past the gas station he visited earlier. Here he will be able to add the final upgrades to his ship before venturing home.

  Mr Chalk arrives home quite puzzled that noone is home, "Where is my wife?" he exclaims.  "Mr Chalk," I explain "you never had a wife."

Monday, June 17, 2013

Unity projects

List of fixes that need attention

-Replace the collision on playable characters with mesh colliders

-Fix drone collision bug where screen goes black

-Figure out how to import Quicktime movie onto card/billboard (Explosion/death)

-Swap out states on collision

-New unity scene for the Load/Main menu (main menu is already designed)

- Find how to call audio for events


The player will begin the game with their choice of ship with a base HP of 3.  One sheild point, 2 hull points. When the player takes their first hit their shields will drop, second hit will damage the ship, third will kill them.
Shield will be an outline of the ship in the same color.
1 Default with shield 
2 Default
3 Damaged ship
4 Explosion - four frame animated state
*Powerups may be added to first three states (Color Change and Weapon enhancement)

Enemies
Drones- One hit will kill drones

    Drones will spawn outside the camera view and head straight toward the player

            Default state
            Explosion state

Pilots- Pilots will take two hits

   Pilots will spawn outside the camera view and will attempt to shoot the player when it enters the view                
          Default with shield state
          Default state
          Explosion state

Ace- Aces will require three hits to take down
   
      Aces will spawn outside the camera view and attempt to avoid the direction the mouse is pointed and           flank the player while firing constantly
       
         Default with shield (will act like the players ship) state
         Default state
         Damaged state
         Explosion state

Boss- 5 hits will change the state of the boss, default -5HP = damaged, damaged -5HP = Heavily damaged, Heavily damaged -5HP = explosion.
 
  Level 1 boss will fire three waves of attacks. Single large energy ball, shotgun spray, and finally an airburst     that explodes into smaller projectiles when it nears the player.
       
          Default state
          Damaged state
          Heavily damaged state
          Explosion state

-Working attacks
-Working powerups
-Swapping out powerup states
-Working upgrades

All ships will need up to 5 progressing states for their weapon types

  *Ship 1: bluebird - This ship will have a normal straight laser that fires directly where the ship is pointed and will get wider as the player obtains pickups.  With each pickup the laser will get thicker.



  *Ship 2: redwing - This ship is the most straightforward with a normal cannon that fires 2 bullets on power one and will gain one more bullet stream per state.  The powerups will also affect the amount of spread there is on the bullets.



  *Ship 3: violet - This ship will be equipped with a laser that could best be described like a ghostbuster proton pack on steroids.  The best example is in Raiden Project for PS1. https://www.youtube.com/watch?v=YZ1I6Ci_hKc at 2 minutes.  With powerups the beam gets thicker.


Tuesday, June 11, 2013

Sound assets

Explosion (small, medium, large)
lazer 1, 2, and 3 for player
Enemy lazers (at least 3)
    pilot firing
    ace firing
    boss firing
collision with enemy
jet engine/thrusters
boom
captain chalk
catch
psyche
phone
chalk depot
civilian ship x 2
crayola
debris x 10
gas station
el chalko
mr chalk
ms chalk
Rage face
space monkey
close call noises


background music
level announcer



Music soundtrack will be compiled with Sounddogs.com

Sound effects will be done with Foley style recordings.

Game Mechanics

Movement- the players survival will rely heavily on the movement mechanic.  They will need to maneuver their ship through enemy ships and artillery to stay alive.  This will be controlled by the WASD keys or the left stick of a controller.

Shooting- The player will need to defeat enemies by shooting them with their available weapons.  To complete the levels all enemies must be eliminated or avoided.  Firing will be controlled by the mouse or the right stick of a controller.

Dodging- The player will need to evade enemy fire to survive and complete each level.

The levels themselves will consist of parallax layers that will consist of
First layer: the background desk/chalk/white boards.
Second layer: the paper background that will be static.
Third layer: a transparent layer that will house the destruction animations and the background assets such as planets and asteroids.
Fourth layer:  this will be the most active layer that will house the player character, enemy ships and the various pickups in the level.

Controls

Controls



W- will be bound to upward vertical movement on the x axis
A- will be horixontal movement left on the Y axis
S- will be downward movement on the X axis
D- will be horizontal movement right on the Y axis

Mouse 1- will control the players primary fire and the location of the mouse cursor will determine the firing arc of the player

Mouse 2- will release a bomb at the players current location.

Monday, June 3, 2013

Asset list/early bugs

5 levels total

Level 1:
Main Menu- Start button, Options Button, Title, Ubercharge Studios

Sketch Jets
ubercharge studios

start

options



Player character assets (see powerpoint)

The player will begin the game with their choice of ship with a base HP of 3.  One sheild point, 2 hull points. When the player takes their first hit their shields will drop, second hit will damage the ship, third will kill them.


All ships will need up to 5 progressing strengths for their weapons

  *Ship 1: bluebird - This ship will have a normal straight laser that fires directly where the ship is pointed and will get wider as the player obtains pickups

  *Ship 2: redwing - This ship is the most straightforward with a normal cannon that fires 2 bullets on power one and will gain one more bullet per power level.  The powerups will also affect the amount of spread there is on the bullets.

  *Ship 3: violet - This ship will be equipped with a laser that could best be described like a ghostbuster proton pack on steroids.  The best example is in Raiden Project for PS1. https://www.youtube.com/watch?v=YZ1I6Ci_hKc at 2 minutes.

Level 1 enemy assets
    All enemies will spawn off the map to prevent an enemy from spawning on top of the player

 Drones- dumb unarmed enemies, kamikaze player (worth 10 coins) 2HP
    - These will need to be able to collide with the player
    - small explosions (can be as small as puff of smoke)

 Pilots- dumb shooters, shoot while gaining on player (worth 25 coins) 4HP
    - These enemies will need to be scripted to advance on the player while firing

Ace-  Smart pilots that will try to evade the players firing arc while shooting (worth 50 coins) 6HP
    -These enemies will attempt to flank the player and avoid their firing arc.

Bosses- varying difficulty depending on the level   (Level 1 boss will be worth 100 coins) 10HP

Level 1 Layout
  Wave 1:  10 drone
  Wave 2:  5 drone 5 pilot
  Wave 3: 10 drone 3 pilot 2 Ace
  *Wave 4: Boss1

Level 1 pickups
  Missile/homing drop (from last drone)
  Small coin/monies - 10 points each
  Medium coin/monies - 25 points each
  Large coin/monies - 50 points each
  Ship specific power up

Level 1 background assets
  Asteroids
  Planets
  Stars


*Finish sketches of these assets first for Wednesday, then continue with all others.

Bugs
1. The mouse needs to be more responsive, right now it is sluggish and choppy.
2. Mesh collider doesnt work for player character.