Thursday, March 29, 2012

Week #2.10

This week was again a lot of organizing and communication.  The best thing I did was make it clear to the artists what we need by Thursday in order to make the levels.

We first found out that we need all textures in the game in order to compress them for the Xbox.  Here is the e-mail I sent to the artists:

Hey everyone!

So we found out that we need to have the dimensions of the textures be multiples of 4.  We didn't know this before but it makes it easier to compress the textures for the Xbox.  As of now you won't have to redo the textures, but that may change.  Just from now on make them multiples of 4.  If you have any questions please e-mail me back.

Thanks,

-- 
Sarah Ripley

I then worked with Cristine on the color palette for the new houses.  You can see what they originally were to what they went to:


Finally, I worked with Alice to come up with the needed art for the Palace level and what dimensions they need to be.  Alice got it done really fast and it looks great!  Here is some of what she did:



I also came up with the wording for the scrolls in the tutorial level:

1) Use the left analog stick to move left and right
2) Press to A to jump
3) This is a checkpoint.  The most recent checkpoint is where you will spawn.
4) Push objects by running into them.  Hold down Y near an object and use the left joystick to pull.
5)  While in a light press X to enter the Shadow Realm
6) Use your shadow mode to get past guards

Tuesday, March 20, 2012

Week #2.9

This week I wrote out what the artists need to make for the village and mountain levels.  Cristine was put in charge of the village level and Alice was put in charge of the mountain level.  Here is the e-mail I sent to Cristine describing art (because the village level didn't need much):


small bridge = 1024 (width) height doesn't matter
tree = 1024 (width) 1024 (height)
big bridge = 2048 (width) height doesn't matter
blossom = 100 (width) height no more than 420
wasp = width doesn't matter, height nor more than 420

For Alice I drew up what we needed and wrote out a description.  Here are the drawings:



I also worked with Taylor to get all art we can into the game.  Here is a small light I put in:

I also put in the fishing pole.  This was hard to do because the points of the collision box had to be put in by hand.


Wednesday, March 7, 2012

Week #2.8

This week was getting ready for the play test and then planning what needs to be changed after the play test.  One of the most important things I did was create the survey for the play test.

https://docs.google.com/spreadsheet/viewform?formkey=dGdDMkVSbXYtU0QzQlNoNlVlUTllVnc6MQ#gid=0

I then worked with Russell to figure out why the shadow boar was drawing in physical mode.  It turns out that the boar's shadow was being drawn and so we just needed to override the drawShadow() method in the shadowboar class.

I also put in the art for the checkpoint and made it turn green when it was activated (temporary).  Here is a picture:



I also made sure who would be at the playtest, got as much art from the artists as possible, and just helped people in general.  At the playtest I took notes and pictures.
Here are some pictures from the playtest: