Game Diary FOR GROUP
(By Josiah)
7th March online group chat is created
There had been a few classes Josiah was sick and absent, so the group started as just 3 people. They came up with an idea for the story to do with ships and toxic waste creatures attacking humans
8th March
The group continued their idea and Harper wrote it all down.
9th March
Josiah was introduced to our project in person for the first time in class.
After lesson Josiah wrote all our discussion and ideas down and asked the others to look over it and give feedback
Josiah pitched their own idea for the game to their group
10th March
Day at home
It was briefly discussed and decieded that Josiah would create the game soundtrack.
On the topic of art style
Josiah wanted to do pixel art
Harper suggested a simple cartoon style
Harper wrote a new version of their story
13th March
Harper said we needed to decide on an art style as they had some designs already which wouldn’t work for pixel art
So far had only been Josiah and Harper discussing the game idea online.
Josiah was not in favor of the current game idea and wanted to try something else
Josiah and Harper and Han discussed the games idea for a while. We managed to create a whole new idea that still included things from the previous ones. Everyone really liked this new idea; Josiah wrote it all down in a new game synopsis document.
Then we began discussing the art style.
Josiah said: I really love pixel art but I totally recognize, we would only be able to produce a good looking pixel art game if everyone involved in the art would be motivated to learn pixel art, as pixel art is very different from most medians of art, it would take time and good effort to learn how to do it well, so unless we have a team of really enthusiastic pixel artists I don’t think it would work out
Harper said they would struggle with pixel art
So, we were steering away from it for the time being.
We discussed
With powerup mutation as a feature in our game, we will have 2 designs for each of the main characters
We would have 3 playable characters
Each character would act as a life
If all 3 characters die and become infected, you lose – Game Over
There are a lot of bonuses to having only 1 main character, time being the greatest. We were open to changing the number of playable characters if it would be necessary to complete the game on time.
Josiah and Harper talk about the theme of the game – dark mysterious spooky.
We thought about some ideas for some extra lore
We planned what we would discuss the next day so we could make the most of our time then in-person, tomorrow we would discuss the games' characters.
After the online discussions ended, Josiah continued work adding to the game synopsis all the things we had discussed and any extra thoughts.
1 Week into the group project
we have a finished game idea, story, and most of the mechanics thought of.
14th March
Class day
We created a list of sea creatures and decided on which ones were suitable for being playable characters.
We did this by checking 3 boxes: Appeal, Ability to Hold and use weapons, and
capable of normal Movement
We cut the list down to only those who checked all the requirements.
Then we chose the Axolotl, Octopus and Turtle, as our main characters
All the leftover creatures we had will be used as enemies later.
Harper sketched concept art for our 3 main characters.
Then made clean line art on their iPad in cartoon style
Today we accomplished:
Coming up with our characters,
Josiah filled in the group with all his ideas for the game and showed reference art he found online, to help everyone in vision what we were making.
This felt like our proper day 1
Before today we had some ideas but that was all
Now we had started actually developing those ideas into art, and discussing things as a group so that everyone was on the same page.
15th march
We achieved a lot
We had to decide on an art style now
Josiah pitched the idea again of pixel art:
He thought it would be the easiest art form for us to use in unreal engine with Sprites and Tile Maps
Plus, all the reference art he found online was pixel art, and he liked the look of it a lot.
We then all agreed to do pixel art style.
Harper colored concept art that they made yesterday for our main characters
and created multiple different color pallet versions for each design.
Josiah compiled a folder of underwater pixel art he found online, to convey his idea to the group and for inspiration.
Josiah set up a folder structure for all group work.
He then started creating the high-pitch document.
After performing individual research online, Josiah setup templates in Photoshop and showed his group all the tools and settings needed to create pixel art
After some photoshop testing and discussion, We decided on making 32x32 characters, and 320x180 backgrounds
Han began work on backgrounds
He sketched 2 great concept backgrounds from our references and then drew them in photoshop pixel art
(Cave normal and mutant cave)
Josiah shared with the group his research into pixel art, unreal engine, and sprite sheets, so that everyone would have a general idea of how developing the game will work
We started thinking about a game name.
The only suggestion so far was from Aria: Avenge of the OATs (Octopus Axolotl Turtle)
We need to discuss weapons and tools soon so that our artists can make concept art for them. And for enemies also.
Josiah started making a list of priorities so that we could maintain a good workflow
Most Importantly we needed to discuss Weapons and Toos, so that artists can begin concept art
Currently
Josiah is doing Managing, Writing, and Ideas
Harper is doing Character Art, Ideas
Han Is doing Background Art
Josiah has been learning and experimenting with Unreal engine at home.
16th March
Harper has finished multiple color designs of each main character
Josiah and Han researched the theme for the 3rd background (Submarine) for Han to make
Josiah worked more on the folder structure
Organizing more new files and creating tutorial images for all the photoshop settings. Including: creating and exporting backgrounds and characters. And how to get the correct grid view
Josiah started making pixel art of the turtle, based on Harpers concept art.
17th March
Josiah started drawing pixel art for the Axolotl, which was difficult given it’s more complex design and mix of colors
Group discussed about the style of the pixel art characters
Han started making background 3
18th March
Han Finished concept background 3 (Submarine)
Josiah continued work on the high pitch document, by researching developing game mechanics in unreal engine, to figure out if we would be capable of creating all the planned mechanics. Such as Sliding, Crouching, Dash Attacks
Josiah found this video helped him with this research
“I found out I would be able to make any sort of effect come from any specific frame in animations, this is great because I can create different ability’s easily from making some restriction to playing a specific animation, I can use the animation as an input for the attack as it will be tied to the frame.”
-Josiah concluded which mechanics he would be capable of developing and began putting those into the high pitch document.
21st March
Harper finished making the lucid chart for the game.
The group discussed weapons and combat.
We decided on a basic melee weapon which you could find stronger versions of in harder levels.
Wooden Oar, Pipe, Axe, Cutlas
We will have an energy bar that regenerates while not in use.
Attacks and abilities and sprinting will consume energy.
Ranged weapons might be added if we have time to.
Each playable character has one unique ability to use for combat .
Han drew sketches for the melee weapons we decided on.
We all drew level designs in class for our game.
While making our level designs we realized a few more mechanics we hadn't thought of before, such as Levers, Doors, Climbable ladders, and Breakable boxes. So, Josiah made a document with explanations of all the level mechanics, character mechanics, and how combat would work.
Josiah worked more on the turtle pixel art. It took a while to produce a good design that fit in with the other artwork.
22 March
We decided to change our character pixel art sizes from 32x to 40x
This was because we found 32x to limiting for some of the designs.
Harper made 40x pixel art designs for all 3 characters.
Josiah and Han worked on finishing touches for the Axolotl pixel art.
The octopus pixel art design is good but will have to redraw it a bit bigger later.
Josiah came up with a list of game name ideas, we then all together chose the name Aquatic Apocalypse.
We Reviewed each of our level maps.
23rd March
Due to the limited pixels, we decided for the infected mutated forms we would not add plastic pieces on them, instead just a matching color scheme and angry eyes.
We discussed all the games enemies and mini-bosses, Josiah made a document and wrote all the abilities for enemies and mini bosses, plus how each boss fight would take place.
Josiah made a level plan in Photoshop which shows an overview of the different stages of the game. highlighting each one's environment with background art drawn by Han, and which level each boss would appear at.
We came to a final pixel art design for the axolotl.
Josiah started making an incredibly simple walk animation for the axolotl.
Han shared some music with Josiah for inspiration for the game soundtrack.
*Han will begin concept art for the mini bosses and enemy’s
Then will create the concept backgrounds of the shipwreck and submarine levels.
25th March
Harper started working on the game Logo
26th March
Harper finished work on the game logo, and we all agreed on one.
30th March
Josiah finished the simple walk animation for the axolotl.
Then Josiah began testing things in Unreal Engine, He set up a basic tile map and simple character blueprint which would allow basic character movement.
He also imported one of our backgrounds in to get a better feel for the game.
*Insert image or video of unreal engine example*
31st March
Josiah continued to work in Unreal Engine, creating a falling animation for the Axolotl and adding more of our backgrounds in. He also adjusted the character's movement, walk speed, jump height, gravity, etc.
Then polished up the collision sphere for the character.
Josiah continued work on the high pitch document
1st April
Josiah worked on the pixel art designs for the turtle and octopus, so that he could include them in the high pitch document
Josiah researched developing combat mechanics in Unreal Engine
Josiah worked on the jumping/falling animation for the character and performed some problem-solving:
I drew a jumping frame of the axolotl in photoshop, then put it into the project.
The Problem
I wanted there to be a jumping animation and a falling animation. Currently, the way the movement is set up, the character only has one state to check for (in relation to jumping). This is “Is falling” Which I believe will trigger when the character’s Y coordinate is changing. Unfortunately, this means as soon as the character jumps the fall animation starts, yet we would like a jump animation, followed by a fall animation.
Target Goal
In the future I hope to be able to create a Jump animation that will look correct that when the character jumps the jumping animation plays only then for the time you are moving upwards. And a falling animation plays only while your character is moving downwards.
Attempted Solution
I tried creating a “Jumpfall” flipbook which consisted of 10 jumping frames then 90 fall frames. This solution works well for jumping on platforms, as it simulates the jump and fall being separated. But it means if u fall off a ledge, the character will appear to start jumping for a few frames. Which is not right.
What I will try next
I think I can achieve my goal by:
Having a Jump flipbook that plays only when the character’s Y Coordinate is positively changing (moving upwards) and then a falling flipbook that would trigger while the character is having a negative change to the Y Coordinate.
Additionally, I would have to make sure this does not interfere with climbing up and down ladders.
I think I would be able to set the climbing flipbook while in “IsClimbing” state, to have a higher priority over the Falling or Jumping State (the states triggered by changes to the Y Position)
Which would stop the falling animation playing while climbing down ladders.
Conclusion
Until I can develop this later, the character will only have the fall animation flipbook in use.
2nd April
Josiah did a quick recap and noted everything we had done so far:
“
It's been 26 days since group work started in class.
We’ve got
A full game story
All characters/enemy’s concepts
Main characters
Concept art
Full Turn Arounds
Halfway done with Final designs
Game Name
Game logo
Weapon concept art
Concept backgrounds
Base Unreal project with character movement
Ideas for music for the game
Lucid chart
High pitch document almost complete
Mechanics and gameplay all planned out
even though the project is due in 69 days we are planning and aiming for us to finish a week ahead of time, so in 59 days. This is so if anything unexpectedly takes longer, there will be some time to catch up on, and time to add extra polishing at the end, while still staying within the due date of the project.
6th Aprill
Josiah worked on this game diary and experimented with some instruments for the soundtrack.
NEW: (for Harper to edit/add to*)
6th aprill
Josiah continued writing the group diary form his notes
And he dxperimented with some instuments for the soundtrack fo the game
18th April
Class day
19th April
Class day
20th April
Class day
Aria and Han did their ideas capture sheets
21st aprill
Josiah made a concept background for shipwreck level
Han made pixel art weapons
22nd aprill
Josiah worked on high pitch doc
Shipwreck environment Bg, wooden crate Tile, jellyfish enemy concept pixel art.
THE WEEK aprill 18-22
Harper has been working on character art
And Tilesets
Aria has been drawing concept art for mini bosses. And doing Tilesets and Ideas Capture Sheet
Han has been drawing pixel art for weapons, and doing Tilesets and ideas capture sheet, high pitch document
Josiah has been managing the group tasks, working on the game diary and meeting table.
Tilesets, enemy concept pixel art
High pitch document. level design
Group has discussed further ideas and mechanics, going into all the specifics of how the game will play.
25th aprill
Tuesday class
Kerian introduction to unreal*
Finished high pitch document with eveyones imput,
Harper and Aria and Han started Character Profile sheet
Josiah started proper level design.
Harper worked on tilesets
Josiah started work in unreal engine now that we had access to it.
26th aprill Wednesday
27th Thursday
Josiah started making coyote timing in game
Friday 28th aprill
Josiah finsihed adding coyote timing to the game
And plans to next add jump buffering
Saturday 29th aprill
Harper fixed brick tiles in their tileset
Sunday 30th aprill
Josiah fixed the jump and fall animation issue stated previously. Now jumping plays when jumping upwards and the falling plays only when falling down
2nd May
we did stuff
3rd May
we did stuff
4th May
we did stuff
5th May
we did stuff
8th May
we did stuff
This last week
Harper and Han
Have been working on their own sprite sheets for characters
Josiah working on Unreal and finishing up
high pitch
Aria idk
Tuesday 9nth we did the group progress chart and ideas capture sheet
Wednesday 10th
Aria starts on seahorse pixel art enemy
Han animated the lobster enemy
11 thThursday
Aria cave background
15th May Monday
Josiah setup climbing ladders and jump buffering in unreal
17th May Wednesday
Started as a group-level design starting with ocean shipwreck level
19th may
harper did
Sunday 21st may
Josiah made a deep cave background
Worked on final axolotl spritesheet
Worked on shipwreck level design
23rd May Tuesday
Han working on hammerhead shark
Harper finished all Axolotl attacks and is working on Lion fish
Josiah setup the different weapons in unreal, setup teleporting to next level in unreal.
kept working in angler fish spritesheet,
worked on plastic spikes for the shipwreck Tileset. Almost finished the shipwreck level design in unreal.
24th Wednesday
Josiah setup spike damage and worked on tileset shipwreck level. Experimented in unreal with background sizes to find the right one for Han to start working on the final shipwreck background
Han started creating the final ocean and shipwreck background
Harper worked on Lionfish sprite sheet
Harper started on plastic waste art, for decorations and damaging components
26th Friday
Josiah set up health pickup
28th May Sunday
Josiah setup enemy follow and attack player
31st may harper made the powerup potion icons,
Week from Start of june basicly:
Harper and Han doing level design near end of week, no time to actuay ad it tho :(
Harper made title screen in the week
harper finished up wooden shipwreck tilesets
harper finished lionfish
harper made credit screen '(unused in game)
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