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
SketchJets
Thursday, July 11, 2013
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."
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.
-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.
-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
*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
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.
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.
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.
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
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.
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.
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