The team met at the DMC yesterday; while we were there, I unsuccessfully tried to get the SVN thing to work on my laptop. Jack and Eric were much more successful in their attempt to program a rough version of our engine. They developed a little program where there was a cirlce that could be moved using WASD controls relative to the direction the circle was facing (there was an emblem on the circle for the sake of keeping its); the circle's direction was controlled with the mouse. It was pretty wicked.
On the art front, I worked on more plot/level design and Xuan sketched some more concept art for planets and weapons. We plan to meet again tomorrow at 5:30.
-Charles
Wednesday, February 11, 2009
Monday, February 9, 2009
Idea Exchange/Mentor
We met again after class today to try and arrange time where we were all free so we could finally meet our mentor. We're shooting for Friday afternoon, but if that doesn't pan out, we're going to fall back on Thursday morning.
After we had that straightened out, I showed the team the ideas I dreamt up for different guns and such. Many of my ideas still need a lot of work (the elemental phase shifter, namely), but the good news is that now Jack and Eric can start actually programming our engine and Xuan can start sketching. We're meeting again tomorrow at 5:30; hopefully tonight I can polish my weapon ideas and maybe even draft a rough copy of the narrative arc.
-Charles
Friday, February 6, 2009
Goals of our Game
The team met today and we decided once and for all on the direction our game is going to take. We're going to stick with the action/puzzle idea in a 2D world. The main character is going to be a lowly I.B.L.O.U. grunt who gets kicked around by his superiors. I'll write more of the narrative later. Right now, I just want to jot down the goals of the game that we've developed. Ken Rolston said we have to have goals, so here they are:
1. Suction of trash/cohesion of trash ball mechanic
2. Portal/Warphole mechanic
3. Gravitational physics
4. Other guns?
5. RPG Elements of gun advancement/skill, purchasable upgrades
Goal number four is still under development. I'm gonna sketch some things out before our next team meeting this coming Sunday.
Oh yeah, we should probably meet with our mentor soon. I don't think Peter will buy the 'I've been suffering from lupus' excuse that I was going to give in class today.
-Charles
1. Suction of trash/cohesion of trash ball mechanic
2. Portal/Warphole mechanic
3. Gravitational physics
4. Other guns?
5. RPG Elements of gun advancement/skill, purchasable upgrades
Goal number four is still under development. I'm gonna sketch some things out before our next team meeting this coming Sunday.
Oh yeah, we should probably meet with our mentor soon. I don't think Peter will buy the 'I've been suffering from lupus' excuse that I was going to give in class today.
-Charles
Thursday, February 5, 2009
Concept Art
As Charles said, we had a brief meeting today just to go over some possible ideas for the game. I did some rough sketches of the spacesuit for the main character - à la the infamous Big Daddies of Bioshock. I'll probably be working on updating and cleaning up those sketches on Photoshop some time this weekend.
Also, I came up with a very rough (read: unfinished) background concept for the game via Photoshop:

I think the planet turned out pretty nicely. :D
~Xuan
Also, I came up with a very rough (read: unfinished) background concept for the game via Photoshop:
I think the planet turned out pretty nicely. :D
~Xuan
Art Meeting
I met with Xuan today to swap some ideas about design, plot, and art. She liked most of the things I suggested: the Intergalactic Bureau of Locating Obstacles in the Universe (I.B.L.O.U.), localized damage, skill trees, the storyboard for the tutorial prologue, the open-ended world design, the big plot twist that I can't talk more about. Then she showed me some concept art for space suits; they were pretty wicked. I like that our game will essentially be Fallout 3, Mass Effect, and Bioshock all tossed into a blender. Since we're combining our favorite aspects from three of the greatest action/RPG's of all time, we really can't go wrong, right? Then Xuan showed me some of the photoshop work she had done. The dark planet scene looked awesome, but due to a discrepancy in the contrast of the monitor, I couldn't appreciate the full beauty of her second picture because certain parts of the image weren't being displayed. But it's kinda good that it happened that way because now we know to look out for that.
Unfortunately Xuan and I couldn't get much work done on the system or the setting or anything concrete like that. All we've really done is come up with some cool ideas and art. Our inability to design the game stems in part from our team's unanimous decision to incorporate RPG aspects into the gameplay. I was thrilled with this idea, but our group hasn't had a chance to meet together and talk about what exactly we mean to do. Xuan and I thought it would be presumptuous for us to decide such important aspects like the plot and the system just by ourselves, so we decided to call a team meeting tomorrow so we can nail down all the important details as a group. This is a team project, so everyone should have a say, yes?
Unfortunately Xuan and I couldn't get much work done on the system or the setting or anything concrete like that. All we've really done is come up with some cool ideas and art. Our inability to design the game stems in part from our team's unanimous decision to incorporate RPG aspects into the gameplay. I was thrilled with this idea, but our group hasn't had a chance to meet together and talk about what exactly we mean to do. Xuan and I thought it would be presumptuous for us to decide such important aspects like the plot and the system just by ourselves, so we decided to call a team meeting tomorrow so we can nail down all the important details as a group. This is a team project, so everyone should have a say, yes?
Wednesday, February 4, 2009
Team name
During our hilarious lab section today in which we tortured four hapless students, Xuan coined a named for our team. She said she noticed last night that the little power buttons on computers look like I's inside O's, so we should call ourselves IO Games and that our logo could be that little power button design thingy. Eric pointed out that IO also means input/output from a programmer's perspective, so the name IO carries a clever double meaning. Then I added a useless anecdote about how Io is also a moon of Jupiter and the name of one of Zeus' mistress who wound up getting turned into a cow and doomed to be chased by a gadfly across Asia Minor for the rest of her cow life. I'm glad I bring so much to the table for our group.
Anyway, the point is that we have our team name. We are officially... IO Games. Has a nice ring to it, yes?
-Charles
Anyway, the point is that we have our team name. We are officially... IO Games. Has a nice ring to it, yes?
-Charles
Tuesday, February 3, 2009
Proposal
Met with the team today. Eric helped me finalize the technology part of the proposal. Unlike me, his writing was short and to the point. And with the help of everyone else, we were able to finish the schedule part of the proposal, too. Our plan at this point is to let Xuan and me design the first level of the game from a non-technical standpoint. Then once we have the art and the plot worked out, Jack and Eric can look at our ideas and see what they would need to program.
We're having a terrible time coming up with our team name. Everyone else seems to be naming themselves as if they were a game company. We don't wanna jump on the bandwagon, but we don't wanna feel left out, either.
In other unrelated news, we've established 5:30 PM on Tuesdays as our designated meeting time. While we're on the topic of non sequiturs, our mentor responded to us. He said that we would need to drive out to Hunt Valley to meet him. This will be a little inconvenient but not really a problem; I've got a car and I live around here, so I know how to get there. But as of right now I don't really know where 'there' is. I'm sure he'll give us directions later.
-Charles
We're having a terrible time coming up with our team name. Everyone else seems to be naming themselves as if they were a game company. We don't wanna jump on the bandwagon, but we don't wanna feel left out, either.
In other unrelated news, we've established 5:30 PM on Tuesdays as our designated meeting time. While we're on the topic of non sequiturs, our mentor responded to us. He said that we would need to drive out to Hunt Valley to meet him. This will be a little inconvenient but not really a problem; I've got a car and I live around here, so I know how to get there. But as of right now I don't really know where 'there' is. I'm sure he'll give us directions later.
-Charles
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