Thank you, and have a good one!
Saturday, February 26, 2011
Any ideas on menus and interface?
Hey guys! I was wondering two things... first of all, does the pig move independent of the time limit? And secondly, what kind of menu structure are you guys envisioning and creating? I saw the title screen, for example, but is there an instructions screen or a score screen? We don't need those yet, but we were wondering if you guys had any ideas on them.
Saturday, February 19, 2011
Monday, February 14, 2011
General Questions
I do have a few questions, but the most important question I have is: How do you have a working game already? I would like to know who coded the game and I would also like to see the code if possible. I realize that most I-Phone games are coded in the programming language "Objective C" but I would like to see how the game was structured and organized.
Instead of making a brand new game, I would like to see how the "prototype" that you showed today was made. It would really help as far as design decisions are concerned. We might even encounter some of the same problems that the original coders faced.
I look forward to hearing from you guys soon about this because I plan to start creating a working prototype tomorrow. If there is any additional contact information that you want to give, just forward it to my gmail account.
Thanks,
Jonathan Lee: Team R Leader
Instead of making a brand new game, I would like to see how the "prototype" that you showed today was made. It would really help as far as design decisions are concerned. We might even encounter some of the same problems that the original coders faced.
I look forward to hearing from you guys soon about this because I plan to start creating a working prototype tomorrow. If there is any additional contact information that you want to give, just forward it to my gmail account.
Thanks,
Jonathan Lee: Team R Leader
PDF summary for UCI programmers
Here is a PDF for the programmers joining the Pig Out team to get a general overview of the game.
After clicking it, go to file and click "download original" to save to your computer with better image quality.
After clicking it, go to file and click "download original" to save to your computer with better image quality.
Sunday, February 13, 2011
Saturday, February 12, 2011
Tuesday, February 8, 2011
Work Summary
We discussed some new ideas we could implement in our game with Sean today. Some of it will work with our current game model, but others would require us to build a different one. The plan is to move forward with a slightly modified version of what we already have while keeping a second model in mind for the programmers. By Saturday we will have the menu graphics and numbers complete.
Schedule and Plans
Just want to make sure we're all on the same page in terms of schedules for the next month or so. I ran this by Sandy, it looks good to her. I'm posting it on all three Nom Nom blogs.
January - Feb. 13: LCAD teams do design and art without collaboration (interference?) from UCI teams.
Monday, Feb. 14: LCAD teams make the trek to UCI (10:00am to noon), pitch ideas and design/art, teams meet (fairly briefly).
Feb. 14 - Feb. 23: Low-key interaction between UCI and LCAD. UCI students will be working on another assignment until Wednesday, Feb. 23.
Feb. 24 - March 11: Full scale interaction, face to face meetings, iterations, demo'ing of prototypes, requests from both sides for changes flying fast and furious.
March 12 - Monday, March 14: Art is frozen, UCI teams make final game play adjustments, squash bugs. Games turned in to me for grading on Monday, 3/14.
post-March 14: work continues on a few of the prototypes, schedule TBD.
Maybe we will have a Demo Day?
January - Feb. 13: LCAD teams do design and art without collaboration (interference?) from UCI teams.
Monday, Feb. 14: LCAD teams make the trek to UCI (10:00am to noon), pitch ideas and design/art, teams meet (fairly briefly).
Feb. 14 - Feb. 23: Low-key interaction between UCI and LCAD. UCI students will be working on another assignment until Wednesday, Feb. 23.
Feb. 24 - March 11: Full scale interaction, face to face meetings, iterations, demo'ing of prototypes, requests from both sides for changes flying fast and furious.
March 12 - Monday, March 14: Art is frozen, UCI teams make final game play adjustments, squash bugs. Games turned in to me for grading on Monday, 3/14.
post-March 14: work continues on a few of the prototypes, schedule TBD.
Maybe we will have a Demo Day?
Sunday, February 6, 2011
Saturday, February 5, 2011
Friday, February 4, 2011
List of Foods
After much research and consulting with many sources found from health related articles, here's the list I came up with for foods and the suggested values for them (the effect they will have on the Blood Sugar Level).
Thursday, February 3, 2011
Questions for Dave - Graphics
1. Can we use graphics with anti-aliasing on the edges? 24-bit PNGS can have multiple levels of transparency in them, but I didn't see this in any of the examples at http://www.ucigame.org/gallery.html. If we could do this it would eliminate the need for choosing a background color on the sprite sheet as the transparency information would already be in the file.
2. Is it possible for us to change the RBG values of our sprites through script for screen fading and other effects?
3. Could we use custom fonts we draw on the sprite sheet for the score/time etc?
Wednesday, February 2, 2011
Tuesday, February 1, 2011
Gameplan
Top level priorities
- redo game design document with focus on explaining to programmers
- research foods and make a list of them along with point values
- make list of screens player will be presented with
- draw out graphics
Second level priorities
- draw out bird and animation and food disappearing
- choose final font
- program rough build
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