Sunday, May 27, 2007

How the Mighty have Fallen

Well today I went to the meeting planned by Jesse. Though when I came, he wasn't there -_-

I met with others who managed to get into the building through an unlocked 2nd floor door. At the end, we were able to get into 5th floor and to our room thanks to a security guard who spotted us outside the 5th floor door from the ground below.

We started working as more people came, except for Jesse. Most of the people were angry at the fact that he was the leader yet he wasn't there. What was his excuse? He thought it was 10 am XD lmao. It's funny because the email he sent us said 9pm, which he then corrected to 9am.

Anywhos, everyone just got into the job as usual. Modellers model, writers write and artists... art?

I forgot to tell Carter to draw the "Pieces" for the game. At least to my understanding, he was suppose to draw it. If memory serves right, when he drew the "Parallel Dimension Machine", Jesse or someone said that he could do the pieces. This affected not only me, but James as well. He was also annoyed at the fact that he was working on the animation of Nancy falling over and when he wanted to know how she fell, the writers present said that she doesn't. She just lost the pocketwatch already when you meet her.

I wish I could confirm him, but Jarred took over the sewers quest, so it's out of my hands. Plus, I didn't know he changed that part of the quest, I thought he only changed the actual "sewers" quest. Well, I assume he changed Nancy's scene or else where did James get the idea?

Yeah, I think the group could be MUCH MORE organized in terms of information. We always run into questions and stuff. Or is that because we never check the Design Document?

I began working on the interface, making the TGA files and alpha channels. I managed to resign and finish off the cursors for the game.

It all went well until... we tried testing different things on the AGS. Which was annoying because I thought that the AGS people already learnt the basics of the programme... like creating a room and importing TGA files like my interface. Asif had to go near 11 because he has a job, which is understandable.

I ended up re-creating files multiple times because 1. AGS kept surprising us and 2. I asked Jesse to test the interface to see if my files worked in terms of transparancy and the such but he was too busy working with other things on AGS so my reply took long.

AGS was giving us so many problems it made me stressed and really annoyed. At the end, I just told Jesse that I am not continuing the interface until AGS is sussed out. Because I don't want to always remake files.

I had to remake files due to alpha channels (Because it took LONG to test it), I had to remake files because Jesse wanted to add some ornates to all the window's corners (Which I guess is understandable), I had to remake some because APPARANTLY, buttons have to made in seperate files. Seriously, I was so angry and stressed after today... and when a gamer like me gets stressed over a gaming class, you know there is somethin wrong XD

We also had problems with positioning things on AGS because we can't just drag images and place them ourselves. We needed to put in the numbers under the X and Y axis. But there is no preview, so we had to keep going in and out of the game to position the image. Also, the game can't take decimals!

We also had trouble with the cursor. If the pointer cursor (A picture of a hand pointing) was the entire image, when clicked, the character would go to the place where the "middle of the hand" clicked, because that was the middle of the image. We had an idea of making the "space" big and the "pointer" small so that the finger points to the middle of the space.

It worked, but the character was off to the left by a bit. I told Jesse that it's because the character is on the left half of the square image of the walk cycle images, but he said that it doesn't matter because there is another square that is around the character. But if memory serves right, when Jason (tutor) showed us an example of AGS, the walk cycle images had the character in the "middle" of the square. I decided to just go with what Jesse said because I didn't want to risk getting into an arguement and prolonging the issue.

We had other problems, but I think I'm done talking about AGS -_-

...

...

Hmm what else is there to talk about. Oh yeah, I'm waiting for Jesse to tell me what is needed inside the "Options" menu. Hopefully he remembers, I'll email him I guess.

Well, that's all folks!

Tuesday, May 22, 2007

The Hands of Fate

In today's gaming class, we got some more rooms done by Carter and Jason is working on the pub. He was working on the logoes before and both (The game and the company) looks terrific. Some people weren't there like Eugene and Jared but I showed my interface designs to most of the leaders and others who wanted to watch. Seems everyone liked it and I'm glad XD.

I just need to know what will be in the "Options" menu. Jason (The tutor) taught me and Jesse about paths in Photoshop and how to make the interface I done be worthy for AGS. Man, I think Jason likes crushing people's hopes and dreams XD. Why you ask? Well last time he was like "Final Fantasy 7 is shit", or something along those lines. Today, he was like "You'll never get a job if you can't use Photoshop". Yeah it's true, I admit it, I mean I'm not "that" stupid XD. But still =( lol.

Ah well, least today I learnt about paths in Photoshop so that's something. Hopefully I become really good in Photoshop heheheh.

So that's what I done most of the class period, learning paths and making TGA files for AGS. Hopefully they all work.

Now, today we have some horrific news. We need an Alpha by next week with all the rooms done. Luckily the rooms don't have to be 100% finished. Even sketches will be fine. But man, that's a LOT of pressure to put on the team... oh did I mention that if we don't he is going to fail our 1st year asses? Yeah, that's good ol' Jason, keepin' it real XD

Hmm what else happened... well mostly everyone just got stuck to their work. Modelling, dialogues, drawing etc.

Well let's hope next week we DO have an Alpha, I would be so disappointed if we fail =(

BTW... *looks at Jason* the only reason I'm taking Digital Design is to bring my written work to life ^^ =P. It gets boring if they only exist through words on paper. Well, let's hope Jason's warning will jumpstart me to start learning Photoshop in the holidays and remembering them hehehhehe.

Wednesday, May 16, 2007

The Three Scriptures

Today Jason gave us a "mark" on our Design Document, Story and Logics. He gave the Design Document and Story a 8/10 and the Logics a 7/10 (if memory serves right).

Well here is "my report" about each of these:

Design Document:

I haven't read the entire thing before until Jessey asked me to help him write the Appendix XYZ at the back. So obviously I did since he is the Project Leader. I didn't mind because I love organising things (yeah I can be a neat freak sometimes). Only thing I did was just add like 4-5 words/phrases into the Appendix that some readers may not understand. I didn't have to spellcheck though since it was on Microsoft Word XD. I guess that was my contribution to the Design Document =P.

Anyway, when I read through it, it sounded good. I can't say it was up to professional standards though since I never actually read a Design Document before. But maybe some more details in terms of explanation could be added. But in the end, I didn't find anything that made me say "yo! I think you need to add this" or the such. Unless I missed something XD. I'm hoping that Jason finishes the logo for our "company" so that we can stick it on the front of the Design Document. Because right now it looks dull ><.

Oh wait, I just remembered something. I think Jesse needs to move the "Save/Load" description and not place it under Interface Design. Because instead of clicking on that in the menus and the such, we made it that you save by clicking on save points in the form of a diary atop a pedestal (which I finished today). I'll email him after this XD.

My mark: 8/10 as well (like I said, I can't compare this as it's the first Design Document I have ever seen (I did though see a Doom Design Document, but I never read it XD))

Story:

8/10... not bad I have to say. Personally I like the story in terms of its theme, i.e. Steampunk. I didn't like how it was set in London though. But this is just me, I just don't like Adventure or RPG games that links to our world as I play games to escape reality. As for the events that happen throughout the entire story.... Well... So far there isn't anything I really hate. The only thing that stirred me the wrong way was probably the Asylum and how Alex and Eva gets caught and is sent to the Asylum. According to the story, after successfully getting a piece, Alex and Eva celebrates in the pub and they accidentally spill out information about themselves and their purpose.

When I first heard that, the first thing that came into my mind was "why would two people, who do not belong in the world, go to a pub and celebrate?" I mean there isn't anything wrong with that, but wouldn't they want to keep a low profile, I mean they're not from that world and are not planning to stay there permanently. Plus, isn't Alex like 17 years old? I would like it better if they were followed all the way home and then after leaving the house to get more of the pieces, they are attacked by the Secret Society or something. *shrugs*.

Oh and the Asylum? Well I'm never a fan of places like those. So I automatically disliked it. But in terms of the story, I guess it sorta makes sense. But I thought we could go without the use of the Asylum. My contribution to the story? Well I'm one of the 4 writers XD, what more can I say.

My mark: 6.5/10

Logics:

Ah the Logics, I was really surprised when he gave a 7/10 for this. Since Joseph and I knew that the puzzles weren't like Myst or Riven. Jason said that it could be improved if we made it like Riven, where there are some dead ends, or where some puzzles connect to later ones. Joseph and I talked about this, but we were having difficulty with this. I think it's because we both had all these different ideas. I think if only one of us were doing it, that person would probably be able to do connections and such. Though the work load would probably kill him XD. I thought the puzzle I did for the Art Gallery was good, but Jason said it was OK lol. Well he has more experience in gaming so I have to take his word for it... or his comment XD.

I wonder if I can use the "Newbie Card" on this? XD XD XD.

I still haven't read ANY of Joseph's puzzles. He has made a logic tree, but not a document where it explains his puzzles. Because Im in charge of the items for the games and if Joseph dumps all these items on my lap near the last day, well frankly my dear, I would be a little annoyed.

My mark: ...5/10 probably because like Jason said, it could use more "connections" in terms of the puzzles.

Well that's my two cents!

Looking back at what we've done, we could do A LOT better. I also thought we could be more organized. Like...

[Week X]
"Alright, Jason, you're job is to finish Alex by next week. I want a finished drawing of him from head to toe. Also maybe on a different paper, draw various hairstyles and faces so we can do a Mister Potato Head and choose the "famous" ones."

[Next week]
"Alright, Jason has finished Alex, everyone take a look. Alright, let's make a vote! Who votes on this hair..."

And so forth. At the same time, also assign the other artists to do the other characters. Like Carter - Eva, Winchey (seriously, I can never remember her name) - Bartender etc.

But this is just me.

Well, now I have to work on the Interface design within two weeks. Hopefully I can finish this by next week ^^

Wednesday, May 9, 2007

Time Heals Some Wounds...

Ah thank goodness for Wednesdays!!!

Everyone got to work on their tasks immediately. I continued with the game's logo and it turned out great! I personally love it because it has that smooth and flowing feeling ^^.

Jason's was good as well, I think his is more detailed. I wonder which one will be chosen? Probably Jason's, he IS the best artist in the class (least in my opinion) XD.

The group made a late deicision. We are going back to 2D. 2D backgrounds and cel-shaded characters.

*sigh*

I think half or some of the class members actually voted for this. I was rather annoyed at this. I know for sure that Cody, Carter, Jason and I voted for 2D. But everyone wanted 3D. Cody said in the past that it will be much faster if we done the game in 2D. Because as he explained, why draw something, create it in 3D and then make it 2D in AGS? I totally agree! Well, now the class knows. I mean in the beginning, it is already crazy to make a game in one semester. At least that's what I think. Jason (the tutor) said that it can take even 4 years to make a "decent" game. I think if we started with 2D we could have a lot done. As I was talking to Carter, he said that if it was 2D he and Jason and do a LOT in terms of drawing because they are 1337 (leet) at drawing 2D.

Another thing that annoyed me today is that Jared has now officially taken over both the Art Gallery quest AND the Sewer quest.

...

Seriously... what the hell!? In the beginning I asked/announced to the writers that I will be doing the Art Gallery and Sewer quest. But now, Jared has taken over! I am seriously, SERIOUSLY pissed off. I didn't tell him, because considering our time, I don't want to slow down the game's completion. I asked him today why he changed the Art Gallery quest. He said something about mine not being linear or something.

I read his quest on it and it was so simple! Plus, apparantly the Airship has 4 floors... Jason told us to make puzzles that would crack the player's mind, or hurt their heads. That's what I did. But Jared changed it and made it easy. I don't want to go through his quest, but it seems that his quest is based around timing and patience rather than wits. Only 2 things in his quest required wits (maybe 3) but the rest were like "you have to carefully walk in the shadows and not hit the lights.

-_-"

Well like I said, I didn't make a big deal of it today because I want the game to finish. But still... I just think he shouldn't have done this, even if he was the story lead. I did ask him to help with the quest, but I told him to work on the Money Quests and maybe the 2 "Other Pieces" quests. But since I told him that I will be doing one of that "Other Pieces" quest, that leaves him with one of it AND the Money Quests (Unless he didn't tell me something). But as you know from my previous post, he took it out.

Sorry for the rant, but I thought I'd post what I feel. Anyways, everyone's been doing good and the models are coming in nice. Jared done some more maps and Jesse worked on the Design Document. I had to help him with it because I think he was getting sick of it XD

Other than that, it was a great day! Though I really hate it how Gaming Class is only this year, and only HALF a year. I kinda wish there was more to this next year =(. I'm enjoying it SO MUCH! Best. Class. Ever!

I also found out that those who take Gaming Class this year can take Animation next year without doing Animation this year! Man, I should have chosen Visual/Special Effects this yar. Hope I can change it.

Anywho's see you next week! Same Game blog! Same Game time!

Tuesday, May 1, 2007

Light and Shadow

Ah, good to be back! 3 weeks was a long wait XD

Cody, James, Eugene and Lincoln have shown us their results for the characters that they are modelling and they look great! Eugene already modelled the clothes and hair on the professor XD. Man that guy is fast. The others are showing progress too and if they continue this rate (or Eugene's rate =p) we should be able to finish all the characters in two weeks.

A couple of people have new drawings in terms of the places and vehicles. Some started to draw the maps and such and Jason and I got working on the game's logo. I thought of animating the title, like in Kingdom Hearts. Because when I first saw that in the game, I was like "Holy crap that's AWESOME!!!". So yeah, I started working on the title and I quite like the result. But I think it's too simple and "clean" because I done it in flash (what can I say, I suck drawing on paper rofl).

Other than that, yeah everyone started working again and I had a small meeting with the writers.

This part was a little annoying. Because during the meeting, I brought up about having "Money Quests" in the game and whether we should still have it. Jarred then said that we are going to take it out and instead have the main character do some errand for the tailor shopkeeper and in return, be awarded with the required clothing.

...

That's what I suggested in the very beginning before the story was finalized! Jarred doesn't seem to remember, but the thing is, during that time, I explained to the group why putting a money system in the game is rather irrelevant and a waste of time since you only need it in the beginning where you have to buy different clothes. So I suggested that we should just get the character to do an errand for the shopkeeper and, as a reward, be given the clothes. But in the end, they agreed with putting in money quests so I just played a long.

I laughed at it though, saying that nobody ever listens to me. Cody even went along with the joke and said "well done Jarred, you're a genius!" ROFL. But Cody remembered me suggesting that idea though so it's OK.

But yeah, I was a little annoyed at that though. But what's worse, is that this isn't the first time it happened! It actually happened before in the past and with the same person, Jarred XD lol.

But I didn't say anything about how I felt during the time though hehehehe. But I am now, because... well... this is a blog after all.

Anyways, yeah I think everyone has started working harder now and I think we should be able to finish this game in time. But I'm still worried.