10/30/11

There's a World....

10/29/11

Game Jam: 3D Platformer - Progress






10/27/11

Next Jam In Progress :)



10/2/11

Weekly Game Jam 4: To Boldly Go...

Game Jam 4 is done!!

To recap, at the end of week 3, "To Boldly Go..." wasn't looking too hot, so we decided to take the basic concept and make a new game. In the end, the only thing we kept from the original was the space theme. :) 


Click the image to play.

Goal: Survive as long as possible, skirting obstacles to boost your score.

How to Play: Click in the direction you want to go with the left mouse button to move. Use the right mouse button for a boost. Various obstacles harm you in different ways - the planets have gravity which pulls you in, supernovas can either kill you with their initial explosion, or repel you outwards into space, space squids latch onto you and must be shaken off or they will destroy you, and various enemy ships and bases will shoot to kill. 

Features!
-        - Practice level for beginners
-        - Online leaderboards – shows you the overall leaderboard, and a ‘peer leaderboard’ of the scores closest to yours
-        - Death Markers – see where other players died in the level, and what killed them 



Time Frame: Sunday 9/25 - Sunday 10/2

Team:
Issam Khalil (Engineering)
Danielle Cerniglia (Engineering)
Chad Layton (Engineering)
Suresh Malakar (Engineering)
Cat Musgrove (Art)



10/1/11

To Boldly Go... Preview.

Just adding some finishing touches! The game will be up before the night is over!!





Space is brutal.

9/25/11

Preview

Weekly Game Jam 3: To Boldly Go

...was unsuccessful!! So we changed the design, and are making a much better version for Game Jam 4. :)

Here's sort of what it looked like:
You fly around and look for planets in a hex grid space. 


This is what the level looked like. I made 50 unique planets!!!

By Saturday night we had something working - but it wasn't fun at all, and we figured it would take a lot of time to turn it into something fun - so we completely retooled the design, and that's what we're making this week!

Sneak preview of new direction: The tone changed considerably, so I decided to switch up the art style to match.

9/19/11

Weekly Game Jam 2: Dungeons & Dorks

Game Jam number 2!!


I like Chad's description:
This week we tried a new take on a little known but classic game (in some circles). You play the role of a pewter miniature swept up in an ill-conceived D&D adventure! Well worth a play through if for no other reason than the epic voice acting. Just click to move and interact with the world.

You definitely need to play with sound on! And I’m afraid we didn’t localize anything. Sorry non-English speakers.

Our team make up was the same: me, Chad, Issam and Suresh. I still did all of the art, but this time I also wrote the script! (Although there was some ad libbing - like the Voyager section). We worked Sunday (just brainstorming), Weds, Sat - and carried over to Sunday this week.

Click the image to play (PLAY WITH SOUND!)

9/14/11

Hero

Sneak preview continued!!

This post just made me notice the conspicuous absence of the part of the shield that holds it to his forearm.... 



9/11/11

Sneak Preview

Preview of what's coming up next.

Weekly Game Jam 1: Sushi Runner


Some friends and I made a game this week!
Click image to play!
You play as a fish that is trying to escape a sushi restaurant. Jump, slide, boost and brake to avoid obstacles on the table, as well as obstacles that fly at you.

Leaderboard is here.


We started it last Monday (Memorial Day), and mostly worked on it Monday, Wednesday and Saturday. I did all of the art, and some amount of messing with prefabs in Unity. All of the design was collaborative. :)

Team:
Issam Khalil
Suresh Malakar
Chad Layton
Me!

Music is from the Naruto Soundtrack.


This is how we celebrated Saturday night:


9/9/11

2D in 3D


Goofing off. It's Goku!


9/1/11

Design Challenge: One Button Control

So I noticed this design challenge over at Gamasutra and I wanted to try it! The criteria was to create a game with a single button input - then write it up in a doc of up to 500 words and 3 images.

Just this week I started watching Star Trek: The Next Generation for the first time, so this idea is clearly based on that. ;)

Title: Prime Directive

Premise:


You are a starship captain who explores the universe, seeking to discover, experience and catalogue the unknown! Learning about alien races is your highest priority, but you must follow one strict rule: learn as much as possible, but do not interfere in their culture or development.

To accomplish this, you must use all possible clues to interpret their values and act in a way which does not offend them – but be careful, you also must also be mindful of the values of your crew.

Gameplay:

On each planet, you encounter a new alien race. There is a brief introductory scene in which you learn a bit about them before they interact with you. You then will face multiple scenarios – in each, you have 2 seconds to press the ‘action button’ to execute a predetermined action.

The time it takes you to press the button, or not press it at all, determines the reactions of the host species, as well as the crew. If you should displease all of your alien hosts, or all of your crew, you fail the mission. If you can keep a balance between the two, you have succeeded, and may count the alien race among your allies.

Scoring:

2 scales are represented at all times – one for the crew, and one for the alien host. The timing of you action can fall into ‘fast’ (within the 1st second), ‘slow’ (within the 2nd second) or not at all. Each ‘+’ and ‘–‘ adds or subtracts a point from the corresponding scale. When the bar drops to zero, you have lost support from that group. A follow up scene will explain the results of your action.


Examples:


Thunderions of Burning Rock Alpha Tau

- Introductory Visual: A violent, war-loving race. Furs, and heads adorn the hallway. A warrior loses at arm wrestling and is violently dragged out of the hall. The leader is flanked by giant, snarling dog-like things; he pats one on the head.

- Example Scenario: You are invited to dinner! Before dinner, you are given a kitten. Kill it?

o Fast: Aliens ++, Crew -- “Displays of strength are always valued!”

o Slow: Aliens -, Crew -- “Indecision is a sign of weakness on this planet!”

o Don’t: Aliens --, Crew ++ “You have insulted your hosts! Take what you are offered!”


Largeriants of Ikki-Centre V

- Introductory Visual: They are giant ants!

- Example Scenario: You meet the queen. She looms over you, expectantly. Make eye contact?

o Fast: Aliens --, Crew +

o Slow: Aliens -, Crew --

o Don’t: Aliens ++, Crew --

Whispits of Hadentia

- Introductory Visuals: Ghost like, slow floaty species. Very dark room, which is lavishly decorated.

- Example Scenario: It’s dark in here. Turn on the light?

o Fast: Aliens --, Crew ++

o Slow: Aliens -, Crew +

o Don’t do it: Aliens +, Crew -



8/29/11

Comicon Challenge - More Progress

Still progressing slowly, but I'm still working on it. ;)





8/25/11

Comicon Challenge - Action Shot - More Progress

I promise I'm still working on this, just being slow. :) I got some feedback from my coworkers and tried to calm the camera movement down a little on the action shot - but I still think it's too much. Also, no one was really buying Catwoman knocking the Hulk down (including me), so I changed it up:


8/21/11

Walker Boys Unity Tutorials - Lab 1: Point & Click

As I mentioned earlier, I was between projects this week at work, so I decided to buckle down and dig into Unity using the Walker Boys Unity Tutorials. I started last week with the somewhat flimsy C# knowledge I picked up a few months back by reading this book and learned a TON about Javascripting - culminating thus far in my first lab!


Play it Here!: Lab 1 - Click on objects to destroy them (some take multiple clicks). Get 30 points to win.

Here's my info sheet for turning it in:

NAME: Cat Musgrove

TIMEFRAME: For Lab 1 specifically, worked on & Off Thurs 8/18 - Sunday 8/21 (maybe... 16 hours total?)

PROJECT DETAIL:

Followed videos closely to create a "Point and Click" game - where you click on objects to destroy as many as possible in a set amount of time. You have 20 seconds to gain 30 points. Started with project setup and asset creation - making prefabs for each object & explosion (created explosion using particle system in Unity).

Scripted player controls - ray is cast from mouse to detect collision with enemy objects. Each click lowers the counter on the enemy objects, and when they reach zero, they explode. Each enemy has variable for how many clicks they take to destroy, as well as how long they take to respawn. Enemies move to random positions on game start, and when they explode (renderer is turned off for a certain amt of time after they explode). They also choose a random color within an array of colors that you can set within Unity for each object.

Scripted score & UI. Created Main menu, win and lose screens (each had their own script). Added audio to game.

Worked on my own (without videos -- but with help from Issam) to complete the "On Your Own Objectives" which included creating additional enemies, adding 'shooting' sound, making the sphere's respawn time random, making the sphere flash before exploding, and making a square that moved. For the random respawn time I learned about coroutines and how yield WaitForSeconds reacts when you put it in the Update function directly - so I created some workarounds to not keep initializing the same script. For flashing I dealt with the same issue. For the moving sphere, I learned how to use transform.Translate with Random.Range. I also set up invisible walls around the boundaries of the screen, and learned how to use object collision to trigger events.

SOFTWARE USED: Unity & MonoDevelop

FINAL THOUGHTS: I learned a lot in a week! I'm still running into issues with Syntax, but I think I'm able to at least start looking in the right places, and think in the right sort of order. I asked for Issam's help a lot, but it was usually Syntax related - where I was on the right path, but little things were keeping it from working (example - having the moving cube run into the level boundaries - I didn't know I needed to have a rigidBody collider on the cube in order to use the OnCollisionEnter function.. that sort of thing). I look forward to the next lab!

TIME BREAKDOWN:

Mon - Weds (~8 hours a day):
Watched Intro to Unity & Intro to JavaScript Videos, took tests.

Thurs (~5 hours):
- Followed videos for project setup, asset creation
- Followed scripting videos for:
   - Player Input
   - Player Raycast
   - Random Position
   - Click Loop
   - Respawn Wait Time

Fri (~5 hours):
- Followed scripting videos for:
   - Random Color
   - Counter (Score)
   - GUI HUD
   - GUI Menu
   - GUI Win/Lose
   - Touch Ups
   - Audio Setup
- Followed video for learning how to create build
- Started "On Your Own" Objectives:
   - Add audio effect on mouse click
   - Started to create a random spawn time for the spheres

Sat (~ 4 hours):
- "On Your Own" Objectives:
   - Finished adding random start time for the spheres
   - Add 2 additional enemy shapes
   - Made sphere blink for 3 seconds before exploding


Sun (~3 hours):
- "On Your Own" Objectives:
   - Made script to make MoveCube move randomly across the screen
- Created site for hosting files, uploaded everything & did written description!

8/17/11

Walker Boys Studio - Unity Course - Finished JavaScript Pt2!

Hooray! Next I get to start working on a lab!




8/16/11

Comicon Challenge - 1st Pass

Well, layout/1st pass, really. :) I'm so glad it fits into 10 seconds!



I'm really excited to animate Hulk's run - he's going to be like, this oncoming freight train of mass!!



8/15/11

Comicon Challenge - Action Shot WIP 1

Making some progress. This is the main action shot - once I get it figured out I can start adjusting the other shots to lead into it better.

Right now too much of the action is getting lost in the camera movement - but it's a start!



Walker Boys Studio - Unity Course - Progress

Hooray! I passed the 3rd Exam! (I forgot to take a capture of Exam #2)

I'm between projects right now, so I spent the day at work doing part 1 of the JavaScripting section of the Walker Boys Unity course. I felt like a lot of it was review, which is a good sign that the C# I was beginning to learn a few months ago stuck with me.

It was funny though, I would say this section took me a total of some 6-8 hours - and then the exam was only 10 questions long! I had tucked in for what I was expecting to be a long, hefty exam. :) Yes, I am disappointed that I got one wrong. ;)

8/14/11

Comicon Challenge - Still

Making progress. :)

Demo Reel 08/11

New demo reel!


Cat Musgrove - Demo Reel 08/11 from Catherine Musgrove on Vimeo.

8/13/11

Comicon Challenge - Thumbnails


Probably not legible to anyone but me, but here are my thumbnails! I chopped them up and stuck them in Premiere and I think it'll fit into 10 seconds, but it might be a tight squeeze.

Comicon Challenge 2011!

I'm going to enter this year's Comicon Challenge! Basically, for animation, the challenge is to pick a hero and a villain and have them fight - so I'm pitting Catwoman against the Hulk! I know they're not from the same universe, but the overall theme for the challenge is "Alternate Universe" so I'm not too worried about being correct. I also doubt in real life that Catwoman would ever be able to get a hit in on the Hulk, but it's my animation and I'll do what I want! :) The full rules are here.

Here are my characters (you can only use modified bipeds + a few extra polys to add things):




Here is my progress thread.

Jordu Schell Workshop

Thursday and Friday at work we had a Jordu Schell workshop at VV! Basically, we watched him create something beautiful out of clay for the first day (I'm pretty sure magic was involved) and then the 2nd day we all floundered around and tried to make something of our own. ;) We also got to watch him paint his sculpture. It was incredibly inspirational, and it's crazy how much you can learn just from watching someone work.


Here's what I made. We worked from about 1:30 - 6pm on Friday. He's about 4" high - working like that totally exhausts your eyes (and this is coming from someone that's on the computer all day)!






Maybe I'll work on it a little more before I fire it. I was thinking about giving him a beard. :) 



8/12/11

Walker Boys Studio - Unity Course

So I found my way to the "Treasure Adventure Game" website the other day, and I found out about this free online Unity course by Walker Boys Studio. So far it's really great! I just finished the first lesson and exam, which consisted of about 60 videos explaining the ins and outs of the software + some practice time. The exam was mostly multiple choice, some matching, etc to check if I had a grasp of the basics.



I'm particularly excited about the course because it's designed to take a novice scripter to a 'confident' one in Java. I'm looking forward to digging into it!

6/22/11

Ultimate Kinect - Progress

Making some progress. :)







6/20/11

Ultimate Kinect

So this video isn't going to make a whole lot of sense yet, but I wanted to post what I was working on!

Watching the Microsoft presentation at E3 I thought it was interesting how so many of the Kinect titles were on rails games. The more I thought about it, the more I decided that on rails experiences seem really fun to author - you're taking away the player's ability to choose where to go, so you can take him anywhere, and pull off a lot of things you can't do in standard 3D world games. You can also switch up his situation whenever you feel like it - so you could something like starting with an FPS where you're using your hands to aim, and then switching it over to a soccer game, where you're using your feet to kick. Granted, you have to build all of those mechanics and make them all work... :)

Anyway, I was daydreaming about it, and I thought it sounded fun to mock up a rough idea for a Kinect title that does this - the mechanics stay basically the same through the entire game, but you travel through a linear path of different genres of game. You start with a puzzle game, then it's a zombie killing FPS, then your weapon gets taken away, so you have to kick the zombie heads at the next enemy (like a soccer game), and maybe you even end up with some dancing and racing in there somehow.

I've gotten to the soccer transition so far, and then the video stops - there are at least 4 more sections that I want to mock up (soccer, high fives, dancing, racing). As far as the actual gameplay, it would be score based. You would replay the same sequence each time, trying to improve your score to beat friends. For each segment of the game you get a score based on how many guys you hit, or how many of the same colored puzzle pieces you can take out at once, etc - and if you reach a certain score you unlock the 'bonus' extra puzzle level or extra 15 zombies which also increase your score. Also if you fail to reach a certain score in 3 segments, the game ends (like Sequence in Geometry Wars). As far as Kinect goes, I'm trying to keep the input mechanics for each section as similar as possible to make it realistic if I ever decided to make it into a game. :) As part of the mock up I was thinking I'd video tape myself doing the corresponding Kinect actions to help clarify gameplay.



I'm not really sure if I would attempt to make it into a game - it really depends on whether or not I can make this mock up engaging, and seem like something that might be fun to develop further. Also Issam is really excited about the release of the Kinect SDK... so maybe ;)

PS - I'm really going to try to make an effort to start actually finishing some of these projects that I've been starting! :) Sorry for all the jumping around - as most people know, it's a lot easier to start new things than finish old ones. Going to try and break the habit.


6/11/11

Fridge

Making a weight tracking motivational thing to stick on my fridge! I'll explain it more in a later post. :)





6/7/11

Marathon


More progress. :)

Vlympics: Final Round: Geometry Wars

The Vlympics are over, and the champions are: Mos Eisley Spaceport!!

Here's how the final round worked:

Members of opposing teams competed against each other one on one. Mos Eisley on one TV & Alan + the Touring Machines on the other. Gameplay was standard: 3 lives, 3 bombs. Players played until they ran out of lives. Whoever had the higher score won a point for their team, and whichever team had the most points won. Teams determined the order that they went in, and who they matched up against from the opposing team. If we had encountered a tie, each team would have elected their strongest players to compete head to head for the title. (As it worked out, the final 2 players definitely had the most intense match.)

Pictures once again taken by Mel Holtzman.






Here's the overly dramatic speech I gave beforehand. :)

Hello Friends.

It’s been a long 5 weeks, hasn’t it?

You’ve worked together and against each other to complete fantastic trials, which tested your mind, your reflexes, and your competitive spirit.

You’ve raced through epic worlds of yarn, run from dinosaurs, and battled against each other using the avatars of giant, spandex wearing men. You’ve built mighty towers, deciphered pictographic runes and even shot each other in the face.

But as extraordinary, nay, impossible as these trials sound when taken out of context, they are not uncommon for us - for we are game developers. This place of fantasy is our domain, and we are lucky.

It is my sincere hope that through the palm sweat and bloodshed, you've learned something about yourselves and your peers. I know that you've seen - through the joyful cheers of triumph, and the bitter, pathetic tears of defeat - that we all have one important thing in common: we love games.

Let us celebrate this fact every day, and continue to work together to create these fantastic experiences - for ourselves, and for the player.

And now, let’s see what we all came here to see: a beautiful and historic event. Let's watch some ass kicking.



..and the teaser comments leading up to the game reveal:

Tonight’s final round is a game that has been called “pure and simple”

Said one reviewer, “Your television and brain will explode with glee.”
…another likened the effect of the visuals to the glory of the “skyline on the Fourth of July”

It is a merciless game, where any small distraction will result in imminent death.

A game that is perhaps single-handedly responsible for the success of Xbox Live Arcade,

I give you... Geometry Wars!!



I am looking forward to the next Vlympic games!!