Monday, October 31, 2011

Physical Computing Slotuino Extension Work

Due to difficulties, Julian Priest the physical computing lecturer added a needed extension until tomorrow for the project up to November 1st. Taking into consideration the outstanding difficulties that many faced with the project with many individuals, myself included unable to create a working model for the Arudino circuit.

Monday, October 24, 2011

Physical Computing Slotuino Project Week

October 24th 2011 (Monday) - October 28th 2011 (Friday)
With this project being quite difficult to grasp at first and requiring many trips to surplustronics for use of vast amounts of money this project needed to be done as soon as possible with as much effort as possible to ensure money wasn't wasted.

Friday, October 21, 2011

Functions and Features

Today was spent with the group deciding on and finalizing features of our game absolutely.
What we wanted was cages and workers going down at random speeds to work with the Nash Equilibrium forcing players to strategize together options. Realizing time constraints now together with other projects we are now aiming to only create a demon copy of level one.
The idea is to create particular sounds for specific situations as Amir Yousef our sounds designer is handing them to our programmer Daniel.
I have handed my cutscenes in to Ron for finalization and animation.
Jack Yang our Menu and Level designer has handed in the first level along with a main menu to Daniel.
Ron Quizon has handed in the character animations to Daniel as well with full color.
Currently for level one there need only be a single conveyor belt.
In this point in time we are still aiming for individuals scores between players.
Three lives total will also be shared between players.
The main menu will have a play option, credits option and a plain options page to the music on and off and sound effect on and off section.
A round is to last sixty second/one minute while every ten second interval the general speed of all cages will increase.
There will be cages that require two people to work together to break and individual workers that can be saved through solo efforts.
Also there will be background music for the game screen and starting up the game. While, a pause function will also be implicated.

Wednesday, October 19, 2011

Simulated and Immersive Environments Work Again.

Unable to make substantial enough progress I had to adopt another day into Simulated and Immersive Environments on request with the group for the purposes of understanding c++ coding more and getting more used to Microsoft Visual Studio 2010 for the now larger project of game making as well.

Tuesday, October 18, 2011

Simulated and Immersive Environments Work

Compensating for the substantial progress required on Simulated and Immersive Environments I had to adopt more time into this today.

Monday, October 17, 2011

Cutscenes 8

Today was spent creating the last of the scenes after finishing the final Intellectual Innovative Entrepreneural presentation.

this is when players one and two meet together and pick up weapons to retaliate which is magnets in this case.
The idea between the arrows with p1 and p2 written inside was that a player is given the option to be either,. Player one can be the male or the female and the same for player 2.
This would be done through interacting with the cutscene and selecting the respective desired arrow through touch functions.
Pressing the p1 arrow on the top left would make you the male bot and , selecting p2 on the bottom right makes you the female character as player 2.

Monday, October 10, 2011

Intellectual Innovative Entrepreneural Final Presentation Week

October 10th 2011 (Monday) - October 14th 2011 (Friday)
With the approach of the final project for the entrepreneural paper it was important that we adopt time into this project to attain desired marks.

Intellectual Innovative Entrepreneural Final Presentation Week

October 10th 2011 (Monday) - October 14th 2011 (Friday)
With the approach of the final project for the entrepreneural paper it was important that we adopt time into this project to attain desired marks.

Friday, October 7, 2011

Cutscenes 7

I spent my time completing the second to last and seventh cutscene where it shows the fruition of the bosses orders in action with workers being sent to the furnaces on conveyor belts to be literally fired.
Some features were added to signify the importance of the scene and to detail the story more.

-There are employees in a safe glass room up top controlling the conveyor belts covered in shadows as well.
-Workers were placed in cages with sad expressions to show the sadness of the situation.
-I had two workers in the cages attempting to reach out for each other with their hands to exaggerate the sadness further.
-There is also a sign saying level two to show that after finishing this level you will be able to move on.

Wednesday, October 5, 2011

Cutscenes 6

Today I completed the sixth cutscene of the player opening the door and allowing white light to seep through to build anticipation for what is to come in the next cutscene/image.

Tuesday, October 4, 2011

Cutscenes 5

Today was also spent creating the fifth cutscene of the eight where, the player is zooming through the corridor after having heard the contents of the secret meeting. The aim is to include a squeaky wheels sound effect during this moment.

Monday, October 3, 2011

Cutscenes 4

Despite today being a physical computing day it was clear more time needed to be spent on our project regardless so extra levels of work was applied to complete the fourth installment of the collection of cutscenes. Fortunately, today in physical computing it was only an introduction to our new project Slotunio where we were also notified of the extension until October 31st to finish. Allowing more time for studio and simulated.

In the fourth cutscene, the main boss is barking out orders and demands however, a shadow completely engulfs the boss minus his robotic arm for a mysterious aura.