Monday, December 5, 2011

Final Assignment!

This week we worked on finishing up the game! We added levels three and four, and the AI required for those levels. David also added some new songs, which sound awesome. We are currently working on adding controller support, which will hopefully be done very, very soon. We added backgrounds for each level, so it's no longer just a bridge over lava for the last three levels, they actually make sense thematically. David also added a cool "fog" filter for levels one and two, which applies a gradient to the screen, making it look like there's fog (or, in the second level, heat waves) moving in and out. We added some new enemy types as well, enemies that have more health, and enemies that fire bullets, making the game more difficult and varied.

This pretty much completes our game! We had a good (if somewhat stressful) time making this, and we hope you like it!

P.S Sorry if this post seems cramped, I'm not too used to this-
Owen

Monday, November 14, 2011

Assignment Eight

This week we rushed to de-bug and refine the code-
We focused on:
Cleaning up Level Bounds
Fixing the High Score Screen
Refining the health bar for the player/ bosses
Debugged game states
Created classes/ variations in images for enemies
Collision Updates

Thanks for the week to debug! The game is looking much cleaner now.

Tuesday, November 1, 2011

Assignment Seven

The Level One Boss

This week we completed another level! Using the same basic gameplay from level two, we have a version of level one- the prehistoric themed level. 
There were some concerns when the game kept crashing, but after some detective work we have sorted out the issues and seem to have a working (partial) game. 

We also implemented a tiling system based off of a .txt document. Each tiling row consists of a certain string of text that maps each tile to a specific image. Other additions included a second level, which has considerably harder enemies and farther range for the boss. 

We plan to work on making the game concrete before proceeding further with the specifics of the game. This includes having the different files efficiently working together and creating various enemy movement patterns and waves.

Monday, October 31, 2011

Assignment Six

We have finished one full level of our game, which happens to be level two.

There was a mass overhaul this week when we switched our engine to Rabbyt, enabling more enemies on the screen without slowing down the action.

We also are working on the narrative of the story, involving cut scenes and voice animation.
One challenge that our fearless programming knights overcame was building a parser to make level backgrounds from tiles.
Additionally, we are working on our 'time travel' features such as freezing time and rewinding the game play.

I made a pretty vicious anthropomorphic dragon as the boss- beware all who step into his cavern.

-Olivia

Monday, October 10, 2011

Assignment Five

                                                   One tile from the castle bridge in Level II.

Assignment five is complete and The Rabbit Hole is looking pretty good. After some playing around, I developed a tile scheme for the backgrounds and have finished the landscapes for levels I-III. Each tile is an 100 x 75 pixel square that can be arranged randomly to add variation to the background. We also have one enemy for each level, but I will add some new guys into the mix as we build our levels.

We fixed the flaws in the high score table so you can now input names, and we oriented the enemies so they move from the top of the screen to the bottom. The player character's movement was also adjusted so that it shoots from the bottom of the screen.  Additionally, we have enabled player collision, although the game is still unable to be beaten, making it pretty frustrating.

                                     A transition from smoke laden clouds to ocean in level III







 An Enemy plane in level III, the WWII themed battle.












- Olivia

Tuesday, September 27, 2011

Assignment 4

Rabbit Hole Studios has completed assignment four!
This assignment had us thinking mostly about the aesthetics of the game, and how to implement them into our game world.

My first goal was to tweak the animation of the enemy and animate the 'batman' space craft. I had a lot of fun creating flowing multi-colored flames shooting from the ship. Katherine also tried out her hand at animation, and created a cute little blue space shooter with some major fire power. She has now opened her mind up to the world of vector graphics, and is excited for the new possibilities.

As discussed in our first meeting, our title screen is our mascot, a rabbit, jumping across and falling down his rabbit hole and into our menu screen, a trippy take on the time-space continuum. We have tentatively decided to make 'Rabbit Hole' the game name.

The programmers put the new art into their framework and spent a lot of time adjusting it to perfect it's look and performance.

                                                             -Olivia

(Katherine here!) Here's some of the images :-)

Our little aircraft
The temporary high score table

Tuesday, September 20, 2011

Assignment 3

                                                                       Killer Rabbit 


Even though the name is still pending, Rabbit Hole Studios has completed a prototype for a level. We met briefly Friday, and then worked as a group on Saturday, Sunday, and Tuesday to work on the assignment.


On the arts side, I researched the history of flight and combined a sketch of wings by Leonardo da Vinci with a German WWII plane. When I digitized my sketch, I went for a dark 'batmobile' feeling and tried to texture the ship convincingly. I am not overjoyed with the way it turned out so I may turn this character into an enemy later on and redesign the main character's ship. The first enemy is the skeleton of a dragon, which will be placed in the Medieval level. I enjoyed figuring out how to make the tail of the dragon whip back and forth, however I learned to be more conscious of my animation layers from the beginning of the drawing. Hopefully next time I won't have to periodically curse at the computer quite so often.


The programmers worked very hard to have 13 enemies move in random directions, create a function for the enemy movements, animate the sprites when moving, and enable collision detection with the walls. At first, the animations were a teddy bear and lots of floating space orbs. By Tuesday, Katherine put the dragons in and also replaced the little Teddy. 


-Olivia 


Edit: This is Owen, we also got David's great music to play in the background. It's looking and sounding pretty cool at the moment.