Saturday, January 30, 2010

Mosh Pit Spring Schedule: Revised

Number of Weeks: 14
Feature Lock: Week 4
Finish Date: April 28th

Total Asset List


Art: Ozzy animations full set, Grunt animations full set, Scientist animations full set, font set, intro screen, game over screen, in between levels screen, level bosses, LAG animations full set, Spike Trap animations full set, break-able objects for each level, hittable objects for each level

Code: Initializing the level timer, setting up levels, setting up bosses, special attack after guitar squeels are maxed, group AI, singular AI, initializing any remaining feedback items, polish FX (screen shake, zoom), enemies spawning off screen, fire trail

Music: Level 1 to 5 background music, game over song, level completed song, intro theme, credits song, boss theme

SFX: 5 bosses sounds, scientist hit, collision sound, injection sound, points added to score after combo, Ozzy special hit sound, adding to crowd meter sound, queen bee sound, Ozzy talking



Weekly Breakdown:

Week 1 - Wednesday, Jan 27th - This week is to take care of anything left over from the break
Art: Finish off the last 2 levels

Code: Group and Singular AI started

Music: Writing in progress on level 4 song, Level Over Song, Boss Fight Song

SFX:

Week 2 - Wednesday, Feb 3rd
Art: Ozzy movement animations started, level objects started

Code: Group and Singular AI completed

Music: Level 2 song recorded, level 3 song in progress

SFX: adding to crowd meter

Week 3 - Wednesday, Feb 10th
Art: Bosses concept-ed, Ozzy movement animations complete, Grunt movement started

Code: current asset integration, AI debugging, level set up with placeholder screens

Music: Level 3 song recorded, level 2 song mastered

SFX:

Week 4 - Wednesday, Feb 17th - Feature Lock
Art: Grunt movement animations complete, feedback timer for grunt queen bee (! or an arrow with a timer under it), level objects complete

Code: adding assets, level timer in place, bosses in place with placeholders

Music: Level 4 song written, level 3 song mastered

SFX: Scientist Hit

Week 5 - Wensday, Feb 24th
Art: All Scientist animations complete, Boss animations started

Code: Special attack integrated (it goes off only when hit, make character blink to signal), enemies spawning off screen and coming in.

Music: level 5 song written, level 4 song mastered

SFX: Queen Bee sound, Injection sound

Week 6 - Wensday, March 3rd
Art:Grunt animations complete

Code: Polish FX put in place (Screen shake, zoom), grading system and end of level tally started

Music: level 5 song mastered, game over song written

SFX: Ozzy talking, adding to crowd meter sound (Cheering?)

Week 7 - Wensday, March 10th - GDC Week
Art: Ozzy animations continued

Code: GDC Week

Music: game over song mastered, level over song written

SFX: Collision sound, special ozzy hit sound

Week 8 - Wensday, March 17th - Full Level System Accomplished/All Assets In
Art: Ozzy animations complete, Boss animations started

Code: Game must work from the start screen to the end of the level(game over/end of level then start a new level), Grading system and end of level tally complete, fire trail implemented

Music: Intro theme written, level over song mastered

SFX: Boss sounds

Week 9 - Wensday, March 24th - Beta
Art: Boss animations complete

Code: LAG behavior coded

Music: Intro theme recorded/mastered

SFX:

Week 10 - Wensday, March 31st
Art: LAG animations complete

Code: This is overflow space

Music: Credits theme written

SFX: This is overflow space

Week 11 - Wensday, April 7th
Art: Start screen, game over screen, level over screen designed

Code: Bug testing, Bug fixing, implementing all of the assets

Music: Credits theme recorded and mastered

SFX: Overflow space

Week 12 - Wensday, April 14th
Art: Main logo, company logo, credits designed

Code: Bug testing, bug fixing, website coding

Music: Overflow space

SFX: Overflow space

Week 13 - Wensday, April 21st
Art: Website designed, Website up and running

Code: Final bug fixing, tweaks

Music: Overflow space

SFX: Overflow space

Week 14 - Wensday, April 28th - Final Game

Thursday, January 28, 2010

Mosh Pit Prototype: Screen Scrolling



Play the Prototype



This one includes:
  • Fixed Screen Scrolling
  • Newest Background
  • Gaining Power Levels
  • Scientists Effecting the Crowd Meter

There are a bunch of bugs that come with this that will be sorted for the next one.

Tuesday, January 26, 2010

Mosh Pit Level 3: Cubicle Farm start


This is the very start of level 3. As you can see there's going to be breakable windows on each side. Enemies can be smacked out but so can the player!

Monday, January 25, 2010

Mosh Pit Level 5: Final Line


Final line work for level 5. Soon to be added: Tons of breakable chairs.

Thursday, January 21, 2010

Mosh Pit Level 5 nearly done


Just some background items, a few papers and maybe another level of chairs but I'm not sure.

Monday, January 18, 2010

Friday, January 8, 2010

Scrum Breakdown

Total Asset List: Hour Breakdown

Winter


Art Department
1) Get the 5 level paintings done. ~ 20 hours each, 1 90% complete, 1 50% complete, 75 hours remaining

2) An icon that displays the scientists working ( blinking urgent Syringe?) ~ 3 hours

3) Icon that displays when the mouse is active/inactive ~ 3 hours

4) The crowd (stationary) ~ 20 hours

5) Feedback things (Combo failing, fonts for the score text, general game fonts)
Combo Failing ~ 1 hour
All fonts ~ 4 hours

Total = 106 hours

Music Department
1) Start making drum beats with Cubase and Drum Kit from Hell ~ Done

2) Get finished Metaleqsua song to Russ for mixing. ~ 30 hours

3) Begin writing Pantera and Slipknot-ish songs ~ 15 hours

4) Feedback sounds (Barrel/Objects getting hit, smacking noise for collision, Ozzy's sounds) ~ Each sound 3 hours, 20 hours

Total = 65 hours



Spring

Art:
  • Ozzy animations full set ~ 35 hours, 15 on running animations, 10 collision animations, 10 general
  • Grunt animations full set ~ 20 hours, 10 on running, 10 on the rest
  • Scientist animations full set ~ 10 hours
  • Font set ~ 5 hours, this has to come before any of the level screens are put together
  • Intro screen ~ 5 hours
  • Game over screen ~ 5 hours
  • In between levels screen ~ 5 hours
  • Level bosses ~ 20 hours/ea
  • LAG animations full set ~ 15 hours
  • Spike Trap animations full set ~ 10 hours
  • Break-able objects for each level 10 hours/ea
  • Feedback animations: Collision sparks ~ 2 hours, Blood spray ~ 2 hours, Queen Bee indicator ~ 2 hours, Power Level Up Indicator ~ 2 hours, Enemy Death Indication (Blood splats on ground) ~ 2 hours, Scientist Converting Alert ~ 2 hours, Score text ~ 2 hours, Combo Meter Rising ~ 2 hours; Total 16
  • Tutorial boxes ~ 5 hours
  • Crowd Moving around ~ 10 hours for walk animations then 2 hours for palette swaps.
Total : 173 hours

Music:
  • Level 1 music ~ 15 hours recording
  • Level 2 music ~ 20 hours writing/recording
  • Level 3 music ~ 20 hours writing/recording
  • Level 4 music ~ 20 hours writing/recording
  • Level 5 music ~ 20 hours writing/recording
  • Game over song ~ 10 hours writing/recording
  • Level completed song ~ 15 hours for writing/recording
  • Intro theme ~ 10 hours for re-recording
  • Credits song ~ 15 hours for writing/recording
  • Boss theme ~ 5 hours for final recording
Total: 150 hours

SFX:
  • 5 bosses sounds ~ 2 hours/ea
  • Scientist hit ~ 2 hours
  • Collision sound ~ 2 hours
  • Injection sound ~ 1 hour
  • Points added to score after combo ~ 3 hours
  • Ozzy special hit sound ~ 2 hours
  • Adding to crowd meter sound ~ 3 hours
Total : 15 hours

Tuesday, January 5, 2010

Mosh Pit Level 2 Progress

I still have the side/back buildings/arch/dragon tail and cobblestones to finish in the sketch phase then I can bang out the final lines. I need to make everything a bit more dilapidated first.

Saturday, January 2, 2010

Mosh Pit Level 2 background


The china town level is a work in progress. I need to add more modern to the background and the building on the side. I have no idea what to stick there. Fuck.

Changing frame rates for animation



I just stumbled across that and for the characters running this could be amazing if we tied the animation to the speed that they're running at. It would make it feel a lot less "glidey"