Tuesday 26 February 2008

I Wasa Lobbed By True Men...

Scouring YouTube for excellent material to be used in our game has been very amusing! There are plenty of different examples of Japanese comedy games and shows on how to learn english. Here is one that stood out the most!



If you click on the 'menu' button in the bottom right corner of the video, there are numerous examples of things that will influence the humour of the project!

We plan to use small edits from such clips, edit them and add them to the cutscenes of the game. We'll see how this will work out soon...

Thursday 21 February 2008

moving character

I've got the character moving now, pretty simple to do. now its time to figure out how to get it to fire things and direct the cannon!

you can view the game so far HERE

Building Conceptz...

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Alas! Illustrator still scares me, but I've managed to draw a few buildings and write some fake/real Japanese/Chinese characters with the aid of my new graphic tablet! Great fun indeed!

Wednesday 20 February 2008

Angry Turtle


Havn't managed much this week as I've been very busy with other work and comitments. Here is a quick concept of a possible monster.

Thursday 14 February 2008

Mood Swingz

Here is our complete mood board modeled by Willis! We all used magazine cuttings, sweet wrappers, print outs and drawings.

Click:

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Wednesday 13 February 2008

Design Doc, Presentation + Mood Board

We met again yesterday to do the mood board and discuss how the presentation would work. We have now finalized the first draft of the design document and you can download it here and we also have our presentation up to download here.

I drew up a quick sketch of how we're thinking the game will look, it's a very crude version which we are mainly using as a platform to figure out the layout of the screen.

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We have yet to design a concept for the monsters in the game but the ideas were that they will be stylized versions of Godzilla and Gamera, here are a couple of pictures for reference..





The mood board will be finished tonight and we will post a picture up when it is complete.

Tuesday 12 February 2008

Japanese Comic Culture

Just a few images from Japanese culture. Notably manga and robotics.


This is a robot alien cat.


I think this picture highlights the differences in Japanese and western illustration.


A Sony designed robot.

Monday 11 February 2008

Finally! Ideas!

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During our meeting this morning, all our initial ideas began to merge and evolve! We started with sushi eating robots, to conveyor-belts feeding people and we left with a joint idea of a sushi war, where the player must protect a city from monsters using and creating sushi for his weapon! Haha! Oh the joys!

Design Documentation Meeting

Today we met as a group in the Keyworth Centre to discuss and finalise our game design and ideas.

The topics which we covered mainly were.

Game Design and Concept
Characters and graphics
Scoring systems

We also allocated which parts of the Design Documentation we would each complete.

We planned another meeting on the 12-02-08 to produce a mood broad and plan our presentation for the 14-02-08.

Thursday 7 February 2008

Sushi Ting


Totally forgot to post! But I had the fantaastic idea of sushi eating and Japanese culture infused with robots and technology.

A robot could move along, like the Apple Catcher game, eating parts of the sushi with the outcome of a final stack which would be judged by the head chef with a final score!

If one does not get a better grade, you cannot progress to the next level! So collecting, previewing, result and progression.

We'll see... BWAH!

Wednesday 6 February 2008

Keeping it interesting

I think we should try to inject as much humour as possible. The game is never going to be ground breaking but if it is enjoyable to play through sound effects and graphic goodness then I think that will keep the average player interested for a longer time.

I remember playing a lot of games on www.miniclip.com which were humorous. The Bush and Blair dancing and workouts flash games are some that come to mind.

I had a thought about a word game where you have to collect letters then make words with the letters that you manage to catch. I like he robot game idea where you can collect parts and then this effects how your robot will fight in the end battle. e.g. you could collect more body parts to give yourself more hit points/health or more arm parts to give yourself better attacks. I also think that levels are important as this give the user something to play the game for. I always find it more satisfying if your aiming for the next level.

I'm not sure how much work is required in flash to make these ideas happen though so that may be something that we need to look into.

addictive flash games.

I decided to think back to some of the flash games i used to play a few years ago when i was super bored.

I used to frequent a site called Addictinggames and would spend hours searching for and playing flash games.

some of my favourites were bookworm

bookworm is kind of like scrabble, you have to make words out of the letters provided and just like scrabble you earn more points for certain letters and the length of the word. I think the reason this game is so addictive is because it can go on for so long, there is no time limit and it isn't easy to lose. its just nice and easy to play, a puzzler that doesn't require too much thought.

next is Bejeweled. Another simple puzzle game which now comes on most mobile phones. Bejeweled has a faster pace than bookworm, so it is a lot more engrossing. Bejeweled more often than not distracted me from msn conversations or whatever else I was doing online unlike bookworm which was just kept on the background just incase I got bore of everything else.


finally, I used to spend the most time playing Insane Aquarium. Insane aquarium is such a clever game were the user has to maintain a tank full of fish that excrete money, as the game progesses there becomes a threat from aliens and the reward for each level is a new creature that stays in your tank to help you complete the next level. this game requires the players full attention as there is so much going on at once that you can't afford to take your eyes off it. every action in this game are all done by the click of the mouse and so it is easily accessible to any player (who can use a mouse). For me, what makes this game so sucessful is the fast pacing and the constant reward and it never gets too frustrating, this coupled with the cute aniamtion/graphics and the satisfying sound effects are probably what keeps me playing this game for hours.


Out of all these games that i used to play online, i think insane aquarium seems most like the apple catch game that we've been given. There is a dropping motion of the items and the static background and the moving characters (even though they are not controllable). I'm beginging to see how the apple catch game can be turned into something as addictive as insane aquarium now.

ps. Sandy and Alan, what do you think of these games? (particularly insane aquarium!? i was thinking we could do something similar but with robots,)