2012年12月17日星期一

Prototye 4 week1-3


This is the last prototype of this semester.I am very glad to have the chance to make a game without client.I mean I'd like to have a theme to work on,but if you have a client , you all focus on satisfying his needs and when you finish a prototype, you just find out this is totally not fun.Also there are eight people in one team, so you can hear many ideas.I also need to say that the unity is so powerful, especially for physics engine basic games.I will do the prototypes

In this prototype we took more time to get a final idea than the other three, we also used brainstorming to get more ideas.Nathan mentioned the character with noising laugh which he wanted it to use in our game. This character when it get hurt ,it will be divided into some small character and they keep laughing. we start from there, some guy( I can not remember who is that) mentioned physics engine game.This gave me my idea that we can make a game which is not just setting up all the things and let it happens.We effect the physics engine all the time. Everyone liked this idea and I suggest that we can control a character in a physic world and can kill the goobles and jump between the platform.But Chris had a good idea we just shoot them.

At first we decided that at the beginning of level there is just one big gooble and when it get hurt it divide into two goobles and the size of them depended on the position you hit.So we started to make it. Max had made a test level. After we checked that we just think this is not enough fun.So we change the start of game.There are a mount of goobles which get together,you need to use the item to kill them all and do not let them escape like right know

Our engineers get together want figure out how to let the goobles combine each other like a whole.
At first they just want to let it combine each other with the links, and I pointed out why we just use the Law of universal gravitation because the mass of each goobles is the same so we can just ignore it and and force is just depends on the distance between the two goobles and the G which we want it be.

I also did a level design for our game.I wanted to keep it is long enough and have a lot of platform which has elastic force or gravity (different shapes present different force).This will let the player feel difficult at first but they will find out the rules and get through the level with their knowledge.I think the way I build the level is very good at expanding, you can add a new shape to let the player to learn new thing and improve the playabilities of the game.

Then I modeling it in the 3Dmax.


2012年11月19日星期一

Finally We can develop something for Entertainment

This is the last week.For some reason we do not have client this time.But other guys seems not so happy.

The time is limited,we have a lot of assignment to do,it is good to do something we like.But if we have enough time that will be better.

2012年11月16日星期五

prototype3 week2-4

I did not do the up-data for a long time.

So this will be somethings done in the prototye3 game.

I took the job to do the  mouse over audio play and Pop_up image.


When the mouse over the item for a while the audio of this item will be play. So I first think I can use the HTML5 item help me to do this work. But I found our team just write it totally in Javascript.
So I solved the collision check and then let the images pop up. After that I got the record sound from Andrew and I try to add it into our game but it did not work.I got confused because I think there is nothing  wrong with the codes. Finally I found out from the internet.Just because that form of files can not be played in html5. Though this prototype I also learned the power of Chrome's debugging.It helped me a lot.

This time our team merged the code together every time we met which is very helpful. I also found out a way to play animation with using Css.file. It is very easy to use and it has good effect.It is the power of the html5.



I always thinking in our game our player is not big enough.I think If we scale all the things two times big,It maybe looks much better.The reason is that this is a webpage game if you make your character so small.The player maybe get tired very easily through our game especially we have a lot of shooting stuff in our game,and also the player can remember the game character and the Shoshone words easily if it is big.
The Shoshone words right now is on corner of the screen which is not easily to see if you do not pay attention to it.I think we can let it show up in the center of the screen when their use the skill or change the weapon.



2012年10月26日星期五

Prototye3 week1


We are going to make a game to help save the Shoshone language.I think this is a good idea,because in my country there are several languages are in the same situation. I remember another client is to help the children to get the communication skills.Be honest I like the communication ones more than the language one.It seems more challenging.But this one is also good.


We tried a different process.We did not write any code on this week and just considered the features and the concept in the game.This is new to me,because the former two prototypes we just came up with the idea in one day.It is good thing for us have a lot time to think.


 I proposed that the adventure element and puzzle solving thing can be good for our game,if we put the Shoshone language into the puzzle to let the children learn it in our game, and the objective may be to   find out some buried treasure to save the clansman.I also mention that the language is our power which is liked by everyone in the team.I'd like this game is like some kind of Uncharted on webpage with a top-down view. 


2012年10月19日星期五

Prototype2 week 5

We tried our best to let our game looked good and it seemed the client liked the idea.

This our game lools like


The presentation of Zac was perfect.I am glad the trees' model work so well in our game.

2012年10月13日星期六

Prototye week3-week4

We have a autumn break which let us to have a rest.



Animation in XNA

I took the job to find out the way to play a Animation in our game.At first I misunderstand what Zac meant.I found out the way to play a skeleton character Animation.But it seemed that our orcs just a piece of cut-board. But it is good thing for me to learn.


We started to merged the code.I just found out I need to add a lot of things to let the animation work in AB's code.I did not consider it at first,maybe it is good to merge the code in weeks.It is tough to do it in one time.

2012年9月30日星期日

Prototye 2 week2


The Models
This week I did a little bit art work 

This is a sword I made for our game.I also got some tree samples to our game.

Three of us were working on the same thing.And we all work it out but it was a way to waste too much time.Then we realized it and separate the work for small pieces but this had made a bigger problem. So we separated all the work into some pieces.


2012年9月21日星期五

Prototype 2 week1


We had two clients.It seemed another is for making some games to help people to study.I am glad to working with the game on the special machine named  treadport to help people to recover from their injuries.I also had a try about it. It is so good.

I working this Zac,AB and Wang.I found out sometimes I can not understand what AB said.Usually we need to talk the same things twice.The Indian accent is so difficult to me. I try my best to communicate with him. For me it is a good experience.But I think I still need to improve my listening skill.It was good to have some people from your own country.

This time we work in XNA.
At first I think it is easier than the MOAI Engine.But I was wrong.The XNA is not a game engine, it is just a lib.So this means we need to write all the thing by ourselves.Since this is first time to make a game in 3D without engine support , it will be very tough for me.Time to improve the skill and see your guys at class next week.

Since this game is going to run on the treadport which has no button.So we get the idea to build the collision polygon bigger than the object,so when player get collision with the collision polygon will trigger an Animation and sound play.We first came up the idea go for camping but it seems a lot of art work need to do.So Zac change it to Killing Orcs.

2012年9月15日星期六

Prototype1 week4

This week I first working with the things to let our Rubbins counting when our cheese ball collect Rubbins. I have done the counting part thing but It did not show well in the our UI.


At the last day I try to add sound to our game. I get some interesting sound and edit in a software to make it adaptable for our game.The codes of Adding a sound is very simple but because our team work at Xcode in Mac.There are some special setting in the Xcode.I search the internet and find out someone had the same problem.There is also a solution but it is solved in Xcode3 not in Xcode4. So I read some document to find out the difference in Xcode3 and Xcode4.At last i figure it out .It is good experience to work on Mac system.It is tougher than to work on windows.




The settings of the Xcode4


Our game looks like



2012年9月8日星期六

Prototype 1 week3


Collect the Rubbins.

This is the most tough part to work out in this project.I figure out to use dynamic box to be our collectable item.I use the collision handler in the Box2D and when our cheese ball get the collision with the Rubbins the count will plus one and destroy the dynamic box let the cheese ball go though it. 




2012年9月1日星期六

Prototype 1 week2

I and Chris both built a basic level with 2DBox to test.We got confused at first to make a camera. Then I get some suggestions from Max "check the samples".This is really helpful because there were a lot of sample codes which we want.I get the direction to make the camera,also shared this with Chris.He get the some codes from the sample and changed it to what we want and finally got our camera.


Then we start work with the terrain. We were stagnant at first because there was few document and tutorial tells us how to work with MOAI. We want to find a way to draw some curve shapes in the our game.I find out a way to do that it is to rewrite the bottom files of MOAI engine in C++ and compile it then use the new engine to draw the curve.Some guys provide this idea on the internet but no completed engine to use.Considering the time is limited and both of us is not so good at C++,we give up using this way and turn to draw all the terrain in small polygons ( in Box2D) to let it looks like it is a curve.


I must say MOAI give me a lot troubles.No documents in Chinese and Japanese,this made me hard to learn and understand this Engine.Also a lot of things need to do to find a house to live and other things out of class took me a lot of time.Especially the TB test,I didn't know why became swollen but I need to go to the student health center again,this is too bad.





2012年8月25日星期六

prototype 1 week1

This is the first week class in University of Utah, everything is good,I like the fresh air and the blue sky here also the wide road.

We were told to use a game engine on our first project which is called MOAI. I have no idea about it and the worst thing is that I found out there is few documents or code samples we can use in the internet.

I am working with Chris and Brianne. They are very good guys.To me is a little bit fresh that working with a women producer.When I was in Japan.There was few girls in our department and I think they are all artist.I think this maybe help me to see some new things which I did not think before.


Our first client is from the beehive cheese and they want a game to introduce their cheese.Be honest I did not eat much cheese before,but when we start to constitute the idea of our game I point out " let the cheese be the main character,it is better than the idea that some guys do something with the cheese."But I was thinking to make our character as a cheese with hands and feet which can do a lot of thing.

But Brianne and Chris gave a better one is that we use the original cheese as our character.This is important because this game's objective is not only be fun also should be a kind of promotion for their cheese.So show their product in a original way will be best.

It was very good that we got a wonderful idea on the first day so we have a lot of time to learn and work.

I had gone though all the tutorials on the MOAI wiki.But I still felt confused.More work need to be done.I will keep going.



2012年5月19日星期六

I have a presentation for my game to the TGS.  I cost me a lot time.