Wednesday, December 30, 2009
Archive: Recursion
You can download Recursion by clicking here.
End of Semester Report: Recursion
There are a lot of improvements still left to be made, which will become our first goals when we resume work in the spring. Most noticeably: the logo is still from RGB-DS, it is impossible to tell the difference between recursions and your current player, and new sprites need to be included. You can download our progress so far here, and check back for our progress next semester!
Tuesday, December 8, 2009
Expo Recap
We'll be posting the games here in the coming weeks (most likely once finals are done), so everyone who couldn't make it out can have a go.
Wednesday, December 2, 2009
Reminders: End-of-Semester Expo, Smash For Cash
Saturday, November 21, 2009
Yggdrasil Mid-Semester Update
https://x8.endoftheinternet.org/portfolio/games/yggdrasil/videos/
Sunday, November 8, 2009
T-Cubed Mid-Semester Update
Friday, November 6, 2009
Recursion Mid-Semester Update
Between now and the end of the semester we hope to have a minimap on the top screen, more powerups added, and integrated levels. We'll be working hard to reach these goals!
Empyreal: Progress Check 11/06/09
- The first thing you'll notice is a new player ship model. Though it still needs texturing work, it's much better than it was before.
- The next thing you'll notice is the afterburner shader effect. The effect is coded in HLSL, and the size of the afterburner is dependent on the throttle control of the player. You'll also notice at the end of the video, the afterburner gets utterly massive; this is the result of the "Awesome Button", which basically is an escape mechanism for the player if he gets in a hairy situation.
- You'll also notice that basic weapons functionality is in; the player fires white cube placeholder projectiles. Though there's no clear onscreen indicators yet, weapons can have finite or infinite ammo, optional ammo recharging, and differing projectiles depending on what weapon is active. Projectiles have collision detection with other nonplayer ships based on whether the owner of the weapon which fired the projectile is friendly or an enemy; i.e. as of now friendly fire has no effect.
- Every now and then, you'll see a purple box in the lower left hand side of the screen. This is for the Empyreal Event System, which is a main driver of the gameplay in Empyreal. The inspiration of one of our programmers, Nick Wasilewski, the event system is responsible for presenting challenges and story elements to the player. Events can include the appearance of new enemy ships, text messages, audio cues (for example, voice acting sound bytes to drive a story), and more. The event system is backed by a strong in-house level editing and event planning tool which allows for the creation of many varied and challenging missions.
- AI for Nonplayer characters is still a work-in-progress and has not yet been implemented. This should arrive shortly.
- Unfortunately, Empyreal is still sorely lacking in content in nearly every area at this point; there is some stuff in the works, however, but the game may need a second semester to flesh out the idea completely.
Thursday, November 5, 2009
Fall 2009 End Of Semester Expo, Smash For Cash Announcements
In addition, SGD and The University's chapter of the Association of Computer Machinery (ACM) are coscheduling the Fall 2009 "Smash For Cash". The event, which is scheduled for December 5 in the basement of Olsson Hall, is a fundraiser for the Child's Play charity, and is comprised of a tournament in the blockbuster Wii video game "Super Smash Bros. Brawl". The tournament requires a $10 entry, of which all proceeds go towards Child's Play. Prizes will be awarded to top finishers!
Sunday, November 1, 2009
Laser Lockdown Update
Friday, October 23, 2009
SRRN Games Presentation Recap
Wednesday, October 21, 2009
SRRN Games Talk
Sunday, October 18, 2009
SGD Resumé Panel Recap
- Items that are useful to include in your resumé are: your experience in the field; technical skills and qualifications; examples of projects you have completed, through academic pursuits or otherwise; what specifically differentiates you from other potential job candidates (i.e. "how are you special?"; and finally your education (referring only to your college education).
- The first line of the body text of the resumé is by far the most important. In addition, place your most pertinent achievements close to the top of the document.
- Place key terms on the left side of the document; typically resumé screeners will quickly scan the document for key terms, and putting pertinent keywords with regard to your qualifications on the left side are more likely to be seen.
- Avoid poor grammar and spelling errors at all costs. In addition, do not construct a resumé that is longer than one page, and try not to be overly verbose or flowery with your writing.
- Use action verbs. NEVER use passive voice.
- Do embellish your qualifications a bit; however, don't go too far as you can be held accountable for anything you list on your resumé during an interview.
- When writing the cover letter, keep in mind that the point of the letter is to interest the screener to read your resumé.
- Sell yourself! Explain why you want the job and what you offer to the company you are applying to.
- Be sincere in your cover letter, but sell yourself. Again, however, keep in mind that you will be responsible for anything you write down in the cover letter in an interview setting.
- Use jargon from the field, and, again, avoid passive voice.
- The cover letter should be all about you, all the time.
- http://gamedevmap.com ; this is a map of all game development companies world-wide, with links to each company's website provided
- http://www.igda.org ; the International Game Developers Assocation
Saturday, September 26, 2009
SGD Resumé Panel
Of course, before we can hold this panel, we need some members to be ON the panel! Therefore, SGD, it is up to you all to nominate the panel members. If you have a nomination in mind, write back to me at dnm5z@virginia.edu (with [Nomination] as the first thing in the subject line, followed by the nominee's name) and tell me why your nomination is fit to be on this panel.
You can nominate yourself too, I guess, but that would kind of be a dick move.
I look forward to hearing your nominations, and we will announce the panel at LEAST by a week before-hand.
Laser Lockdown Engine Demo
Thursday, September 24, 2009
Microsoft career talk
Empyreal: Progress Report
- new player ship model (another placeholder as our artists are producing multiple ideas to work from)
- working radar (in the upper-right-hand corner; critical enemies show as red dots, NPCs to protect show up as blue dots, and non-critical enemies show up as white dots)
- working collision detection (notice when the in-game cubes flash red as the player intersects each of them)
- radar resolution is mutable (i.e. it can zoom in / out)
- front-end UI is present
- game can be paused, resumed, restarted, aborted to front-end UI
- game has a start-up screen sequence
- work on level editor is underway
Saturday, September 19, 2009
SRRN Games Information Session
Sunday, September 13, 2009
Gladiators Engine Test Video
Saturday, September 12, 2009
Empyreal: A Closer Look
- 3D environment generated from a heightmap, texture applied to generated mesh
- 3D player character (the green cube) flies around the environment; player can turn, and player character model rolls to the side a bit during a turn
- non-player characters (the larger two cubes) are present; currently they have no distinguishing features. Non-player characters can include enemies, NPC allies, NPC characters to be escorted by the player, and environmental props.
- Culling of 3D game entities that are outside of the player's view screen; the camera is intentionally zoomed out too far to show this effect
- Spritefont messages can be drawn on top of the 3D gameplay screen
Thursday, September 10, 2009
Mid-Semester Expo Scheduled, Rosetta Stone Game Jam Info
Project Pitch: RecursiO(n^2)
The project is to be completed over the course of one semester using C++ on the Nintendo DS platform. At least five and up to ten positions are available, focusing in the game design and programming facets of the project. RecursiO(n^2) is directed by second-year CS major Dan Epstein.
Click here to download the Powerpoint presentation for RecursiO(n^2) (which contains more information and a gameplay mock-up).
Project Pitch: Gladiators
The project is to be completed over the course of one year using the XNA platform. Up to five positions are available, focusing in the gameplay design / programming and content generation areas. Gladiators is directed by third-year CS major Justin Holmes.
Click here to download the Powerpoint presentation for Gladiators.
Project Pitch: The Yggdrasil Engine
The project is to be completed over the course of one semester using the Ogre 3D graphics engine, the Raknet networking engine, the Boost libraries for multithreading support, and C++. The project is co-directed by fourth-year CS major John Will and third-year CS major Dan Magnusson.
Click here to download the Powerpoint presentation for The Yggdrasil Engine.
Project Pitch: Empyreal
The project is to be completed over the course of one semester using the XNA platform. At least three and up to six positions are available, focusing in the game design, programming, and 3D asset modeling facets of the project. Empyreal is directed by fourth-year CS major Christopher Hooe.
Click here to download the Powerpoint presentation for Empyreal.
Tuesday, September 8, 2009
Reminder: Pitch Meeting II on Thursday
If you wish to participate in SGD this semester, you must apply to work on a project (or projects) of your choice at one of the two pitch meetings; i.e. attending this meeting is your last chance to sign up for the SGD project of your choice this semester. Team rosters are initially at the discretion of the projects' respective directors, though members wishing to participate in projects who either A) missed both pitch meetings, or B) were not initially accepted onto a project will be added to projects by club officers on a per-project need basis. If you fall into either of these categories, please email us notifying us of your desire to contribute to an SGD project, along with the top three projects you are interested in, and you will be placed onto the team most in need by an SGD officer.
Saturday, September 5, 2009
Project Pitch: Laser Lockdown
The project is to be completed over the course of two semesters using the Ox Engine in the XNA platform. At least three and up to seven positions are available, including Wiimote specialists, 3D artists, gameplay designers / programmers, and audio specialists. Laser Lockdown is directed by fourth-year CS major Chris Dodge.
Click here to download the Powerpoint presentation for Laser Lockdown.
Thursday, September 3, 2009
Project Pitch: T-Cubed
T-Cubed is a multilayered puzzle game based upon one of the most popular video games of all time, Tetris. Players will have to combine their reflexes and joystick jockeying skills with their quick-thinking Tetris skills, as players must compete in a variety of mini-games to earn money which can be used to blow up completed rows and purchase other useful power-ups to score higher and continue the Tetris game.
The project is to be completed over the course of one semester using the XNA platform. At least two and up to six positions are available, focusing in the game design and programming facets of the project. The T-Cubed project is directed by second-year CS major Andrew Gaubatz.
Click here to download the Powerpoint presentation for T-Cubed (which contains more information and a gameplay mock-up).
Tuesday, September 1, 2009
Reminder: Pitch Meeting I on Thursday
If you wish to participate in SGD this semester, you must apply to work on a project (or projects) of your choice at one of the two pitch meetings. Team rosters are initially at the discretion of the projects' respective directors, though members wishing to participate in projects who either A) missed both pitch meetings, or B) were not initially accepted onto a project will be added to projects by club officers on a per-project need basis.
Sunday, August 30, 2009
2 Tips for SGD Members Looking to Get a Games Job
Saturday, August 29, 2009
SGD XNA Library Information
Here's what the code library currently contains:
- Keyboard management class; useful for reading input off the keyboard. Can test for presses of a single key, whether a key is being held down, and also for a series of keystrokes (useful for programming cheat codes, for example).
- Controller management class; useful for reading input off of up to four XBOX360 gamepads.
- Mouse management class; useful for reading input off of the mouse.
- Resource pool class; useful for initializing a set amount of objects that will be used repeatedly, such a projectiles from weapons; correct implementation saves time and memory.
- XML reading and writing capability with any user-defined class
- Sound effect management class; useful for managing and playing sound effects.
- Game state management classes; useful for (obviously) game state management.
- A simple menu system implementation.
- A class to create a textured 3D mesh from a 2D image (i.e. a height map)
Thursday, August 27, 2009
8/27 Meeting Wrap-Up
Highlights of discussion at the meeting:
- Pitch Meetings are Thursday, September 3 and September 10; the projects which SGD will pursue this semester will be detailed at these two meetings by each project's respective director. If you wish to work on a project with SGD during the Fall 2009 semester, you should attend both of these meetings, which will be in OLS005 at 6:00 PM on both dates.
- Yearly dues for SGD are $10; if you do not pay, you are not eligible to participate in SGD events after Pitch Meetings have concluded until you do so. Dues should be paid directly to SGD Treasurer Dan Epstein.
- For returning SGD members: t-shirts promised at the end of last year should arrive sometime next week.
Wednesday, August 26, 2009
Pitch Process: Pitch Meetings Scheduled
Tuesday, August 25, 2009
Pitch Process: Fall 09 Deadline
Finally, if you plan on pitching a project, you should attend the first director's meeting of the semester, which will occur on Thursday, August 27 2009, in MEC 216. This meeting will commence immediately following the more general SGD club meeting announced previously on the same day at 5 PM.
Saturday, August 22, 2009
Fall 2009 First Meeting
The Student Game Developers at The University of Virginia are holding our opening meeting for the 2009-10 academic year on Thursday, August 27 from 5-6 PM in MEC 216. Please stop by if you're interested! Also, feel free to check out our booths at the Student Activities Fair this upcoming week.
Archive Index
Date of last archives update: January 2, 2012
Laser Lockdown
SPRING 2009
Six projects were completed by The Student Game Developers at The University of Virginia during the spring 2009 semester. Projects were developed mainly for the PC platform, but were implemented using various different tools and programming languages. Below is the complete list of these projects (click the banners to navigate to view information about a project).
Archive: The Imperium Project
You can download The Imperium Project by clicking here.
Archive: Skies of Fury
You can download Skies of Fury by clicking here.
Archive: Shark Attack
You can download Shark Attack: World Tour by clicking here.
Archive: Robot Thesis
You can download Robot Thesis by clicking here.
Archive: Robot Invasion
You can download Robot Invasion by clicking here.
Archive: RGB-DS
You can download RGB-DS by clicking here.
Tuesday, August 18, 2009
Shark Attack: World Tour Promo Video
The video is embedded below. You can also use the direct link.
Monday, August 17, 2009
Skies of Fury Promo Video
The video is embedded below. You can also use the direct link.
Monday, July 6, 2009
Robot Invasion Promo Video
The video is embedded below. You can also use the direct link.
Wednesday, July 1, 2009
RGBDS Trailer Available
The trailer is embedded below. You can also use the direct link.
Wednesday, June 17, 2009
Useful XNA Resources
Note that all resources listed (particularly the books) assume a functional understanding of programming concepts, particularly with regard to C#, but in my experience if you are comfortable with C++ and Java you should have no problem picking up C#.
Full list after the jump.
BOOKS
Microsoft XNA Unleashed by Chad Carter
Focuses on how to do lower-level tasks, such as shading, controller input, sprite and 3D model drawing, etc.
Microsoft XNA Game Studio Creator's Guide, 2nd Edition by Stephen Cawood and Pat McGee
Like XNA Unleashed, but also provides overview of mathstuffs pertinent in computer graphics concepts such as vectors, matrices, etc. and how to use them in the context of XNA
Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0 by Benjamin Nitschke
A higher-level overview of XNA, featuring tutorials that have the reader implementing complete games such as Pong, Breakout, and Rocket Commander.
(note: written for XNA Game Studio 2.0, and code samples are out-of-date)
INTERNETS
GameDev.net
A general-purpose game programming help website; doesn't necessarily focus on XNA, but lots of useful stuff all over the website and forum.
Ziggyware
Like GameDev.net, but more focused on XNA. Features XNA tutorials, help forum, and a 3D model database.
XNA Creators Club Online
Official website for XNA Game Studio; features games developed in XNA, programmer blogs, tutorials, and help forum.
Tuesday, May 26, 2009
Matthew Yu receives 2009 SGD Exemplary Contribution Award
The Student Game Developers Exemplary Contribution Award, fondly dubbed by some members of SGD as the "I Am A Beast" Award, was created by the presiding SGD officers during the Spring 2009 semester to acknowledge the contributions a non-director member who went beyond the call of duty for his or her team and also demostrated exceptional motivation towards the success of multiple projects developed by SGD members and ergo the success of SGD as a whole. The accolade is awarded on yearly and takes into account the contributions of the candidates to Student Game Developers over the course of the entire academic year.
Sunday, May 24, 2009
Release: Shark Attack: World Tour
Shark Attack requires the Microsoft .NET Framework to be installed to play.
Link to the game included after the break.
http://www.student.virginia.
Tuesday, May 19, 2009
Release: Robot Invasion Director's cut!
The game can be found here. Here are the highlights of the changes that have been made:
*Resolution was changed to 640x640 to make the game accessible to people who don't have high-end PCs.
*The game limits where you can place towers. You can no longer place a tower on the path or on the menu frame. The build tower appears green when hovering over an acceptable location and red when hovering over an unacceptable one.
*A "score" feature was added as well as a high score table.
*You can now sell towers and individual powerups by right clicking on the tower or the boxes on the right side of the menu.
*The game caps out at 50 waves, at which point (if you make it that far) you enter a high score to the table. You can also enter a high score if you die before 50 waves.
A more complete list can be found in the readme file.
I hope you enjoy the game! I had a blast directing Robot Invasion, and I highly recommend pitching a project to anyone considering it in the future.
Sunday, May 17, 2009
Release: Imperium
The game is available here.
Wednesday, May 13, 2009
Release: RGB DS
Download link after the jump.
RGB DS was developed using PALib and C++ for the Nintendo DS. It's fairly simple to figure out, but hard to master - be sure to check out the readme if you need help setting up.
Download RGB DS here.
Tuesday, May 12, 2009
Release: Robot Thesis
Link after the jump.
Robot Thesis was developed using Microsoft XNA Game Studio 3.0 and is intended for use on Windows computers with the latest version of the Microsoft .NET Framework installed. This means that if you don't have the latest version of .NET installed on your computer, the game will not work.
Make sure you check out the readme, as it contains all the control information and other useful tidbits.
You can download it here.
Sunday, May 10, 2009
Release: Robot Invasion
This game was developed using the GameMaker 7.0 engine, available off YoYo Games here. The director of Robot Invasion has purchased a license, and thus is entitled to the free distribution of the game for non-commercial use. However, the game cannot be modified, disassembled, or altered in any way under penalty of violating GameMaker's EULA. All of the art, animations, music, code, and algorithms were designed by members of this project for the purpose of the game.
Sorry for all of the technical jargon-- you can download the game here.
Release: Skies of Fury
Download link and more after the jump.
Skies of Fury is a top-down 2D shooter in which the player takes control of an advanced tactical fighter and takes on the continuing swarms of enemies that approach him. To take on the enemy, the player has two weapons: a standard laser, and a charge weapon which can attack multiple enemies at once. As the player scores more points, the primary weapon receives upgrades; these upgrades are necessary as the waves of enemies the player encounters become progressively more difficult.
Skies of Fury was developed using Microsoft XNA Game Studio 3.0 and is intended for use on Windows computers with the latest version of the Microsoft .NET Framework installed. Players can use either the keyboard or XBOX360 gamepad for input.
All games posted by Student Game Developers are provided "as is". Skies of Fury is being released under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License unless otherwise noted; in the case of SoF, see the readme file for more details.
Without further adieu, you can download Skies of Fury by clicking here.
Thursday, April 30, 2009
Skies of Fury: Post-mortem
Skies of Fury was the first project I've worked on with Student Game Developers. While I can't speak for our director, John Will, I figure it'd be good to chronicle what I thought went well and what didn't with the project so that other could learn from our successes and failures.
WHAT IS SKIES OF FURY?
Skies of Fury (herein: "Skies" or "SoF") is a two-dimensional, top-down shooter that harkens back to the days of sprite animation and simple yet intense and addictive gameplay. The player assumes control of an advanced military fighter jet, taking on wave after wave of enemies, preparing for a challenging boss encounter at the end of each level. The goal simply is to make it through alive.
WHAT WENT WELL?
- We finished the game. While very brief in length (more on that later), every feature we wanted to implement into the SoF game engine was implemented. We consistently hit our targets every week with few exceptions, and as such we were able to stay on or in rare cases ahead of schedule throughout the development process. We did have a bit of a crunch near the end of our dev cycle to get final tweaking and game balancing done, but this was expected.
- Our team performed incredibly well. The most vital component to the completion and success of this project was the ability of the team to work together to get stuff done and meet weekly targets. Our team was comparatively large compared to other teams at the outset of the project, but effectively half the team dropped from the project over the course of the semester. The guys who did stay on (Matt Beattie, Charles Gibson, Steven Mond, Nick Wasilewski, Matthew Yu, and myself) in my opinion did an incredible job of communicating with John and each other about changes made to the game, upcoming targets, bug-squashing, and everything else that came about related to the game. Along the same lines, each person at some point took some initiative to implement some critical feature into the game. Such features that were originally added by the efforts and initiative of but a single person (and tweaked by the team from there) were: the backbone of the entire game engine, the entire first level, music and sound implementation, the boss fights, offscreen tracking arrows, and particle effects.
- The game is fun! Thanks in part to being able to implement all of our features, the game turned out as good, if not better than we hoped for. Everyone who played it at the Expo yesterday gave us positive feedback with regard to the fun factor of the game (alongside some constructive criticism and/or whining about dying too often -:) ).
WHAT COULD HAVE BEEN BETTER?
- Testing. Throughout the design process, we struggled to get extensive feedback on our various builds of the game. Our team at the outset had three testers, but by the end of the development cycle the only one who had ever contributed any feedback whatsoever was Matt Beattie (who contributed much useful feedback himself, but one tester can only be expected to do and find so much). Many bugs in features were discovered weeks after the fact by our designers, who had to take up roles of testers as well to make up for the lack of feedback from two of our three listed testers.
- The game isn't quite as long as we wanted. Our original plan was to have at least three levels in the game, each with five unique enemies and a boss. Time constraints due to engine development bugs, lack of testing, and the rigors of being full-time students on top of participating in this project quickly cut into our ability to meet this goal, however. The final game does have two levels with five shared basic enemies and two unique bosses. Adding more content would have made this game significantly better, in my opinion; that said, we knowingly traded off content amount for having a stable and good game engine underneath all the content, and I firmly believe that SoF benefitted from this trade-off.
- Sloppy code and inconsistent documentation. This is more of a personal gripe of mine that no one else may notice (and probably everyone on the team is guilty of, myself included), but throughout the game, memory is constantly being allocated and deallocated during gametime. Given the fact that our game is a 2D shooter, this isn't a huge issue as any current hardware should handle our game no problem so long as we didn't try to do anything ridculous (like draw 500,000 particles at once), but this is still very poor practice; anything that we needed for a level should have been initialized in a single Initialize() call rather than in the main loop of the game. Another gripe of mine is inconsistently commented code, which sometimes made it difficult to tweak the game or squash bugs.
- The game is sometimes too hard. My personal thanks to Nick (our lead level and boss designer), you are evil :)
OVERALL IMPRESSION
I personally would call Skies a successful project. Not only did we finish the game, but we made a fun enjoyable one. It's not without flaws, but for my first full-fledged game project with SGD, I personally am very happy with how the game turned out. The success of this project has me looking forward to working on a new project with the club (perhaps even some of the guys on this same team, should the chips fall that way) next semester.
Daily Progress covers SGD End-of-Semester Expo
Thursday, April 23, 2009
Expo Trailer
Thursday, April 16, 2009
Robot Thesis Lives!
Screenshots after the jump.
The title menu.
Gameplay screenshot. On the right is the temporary guy we're using for the player. He probably won't be the main character at the end, though.
Tuesday, April 14, 2009
Skies of Fury: Progress Video Update
More after the jump.
There are a few new elements in this video. Most readily apparent are:
-yellow offscreen tracking arrows that notify the player of the presence of an enemy just outside the play area
-the player's alternate weapon; player charges up weapon by holding left trigger / tab, and when this is released orange projectiles are launched in a spreading pattern. The number of projectiles launched is dependent on how long the player charged the weapon. Also note the the player can apply 'english' to the launched orange projectiles by using the RightThumbstick left and right / A and D.
-several new enemy attacking patterns displayed in this video
-on Easy and Medium difficulties, the player possesses a shield to designate that he can take a hit without dying. When the player gets hit once while the shield is active, the shield disappears and the player enters the "Danger state".
Not shown in this video is the level transition screen, which calculates player score bonuses at level completion based on what percentage of the level's enemies he killed and his accuracy, and the SoF Formation Editor, an in-house development tool which more easily allows for the creation of enemy attacking formations.
Monday, April 6, 2009
Introducing Shark Attack: World Tour
In Shark Attack you have no enemies. At least, none that can kill you. You are an almighty shark, and your drive is to kill and destroy and get bigger so you can kill and destroy more! That's why in Shark Attack your only nemesis is time - can you beat the clock and get as big as a submarine in less than two minutes? Well that depends on what you eat and destroy.
As a shark, you view everything in the world as one of two things - either an edible or a destructible. Edible's, like fish, dolphins, seals and people are things that you can attack with your bite, and eat. Destructibles, like rocks, coral, shark cages and submarines are things you can destroy by smashing. Many destructibles will have a bunch of edibles hiding in them, too.
As you advance through the game you unlock different levels. The first level is, of course, Miami, the place everyone associates with sharks. Then, by getting a high enough score in the given time limit, you can unlock the next level, and so on, until the very end.
The SAWT team is currently working on a few polish things and adding in support for a world map and a second level.
Sunday, April 5, 2009
RGB DS Mechanics 1 - The 4 colors
RGB takes advantage of the 2 screens on the DS, placing the blue world on the top screen and the red world on the bottom screen. Objects in the blue world fall downward, following gravity as you would expect in any other platformer. On the other hand, objects in the red world have gravity pull them upwards, causing them to "fall upwards."
Video and more after the jump.
A green object will perform just as you would expect - it will fall down in the blue world, and fall upwards in the red world. However, a blue object will continue to fall down even when in the red world, and a red object will continue to fall upwards even in the blue world. There are also yellow objects, which are "neutral," meaning that they are not affected by gravity, no matter where the object is.
This video gives a brief demo of how the player, a green object, can make use of traveling through the two worlds to reach the goal of the level, a shiny star. In particular, notice how speed is conserved when traveling through the two worlds, allowing you to reach higher locations by not touching the floor.
Stay tuned for the next update when I'll talk about blocks, buttons, and doors.
Skies Of Fury: Progress Report and Feature Breakdown
Breakdown of all new features displayed in the video since last website update about the game after the jump.
This video comprises about half of Level 1 on the default difficulty setting. Level design is credited to Nick Wasilewski and Steven Mond.
0:04 - though not very readable due to the low quality of the video upload, the player now has a heads-up display in the lower-left and lower-right corners of the screen. This HUD displays lives remaining and score on the left (in green), and the amount of available Overdrive on the lower right (in yellow-orange; Overdrive will be elaborated upon below).
0:05 - any time the player starts or respawns after death, he is given a brief grace period of invincibility. This lasts for a little over three seconds and is indicated to the player by the background fluctuating to a turquoise color.
0:06 - explosions added into the game. The game chooses at random between sixteen different explosion spritesheets.
0:10 - a new enemy type, the Scout. Low health, but has a rapid-fire laser cannon as its weapon rather than the standard purple blob. A bit of an aside, one of the things we're currently working on is adding more variety to the in-game projectiles.
0:11 - by holding down Left Shift (or A on the XBOX360 controller), the player enters "Overdrive" mode. While in Overdrive, the player moves twice as fast and his primary weapon fires twice as many shots. In addition, the background color fluctuates to orange to give the player a visual cue that he is in Overdrive mode. The player begins the game with no Overdrive, but earns Overdrive by killing enemies.
0:17 - when the player is hit by an incoming projectile, he becomes vulnerable to being killed. This vulnerability is made evident by the loud warning horn, flashing "DANGER" text at the bottom of the screen, and the fluctuation of the screen color to red.
0:18 - the player's primary weapon receives upgrades as the player scores more points. Currently the points threshold is squished for debugging purposes. Here we see the player fires four forward shots simultaneously.
0:25 - another upgrade, this time sideways-firing shots.
0:29 - two more upgrades are visible (remember I said the points scale for upgrades was squished; I wasn't kidding, heh); the player fires shots backwards from the reverse of the ship, and a single orbiter circles around the player's ship. The orbiter fires shots at a slow rate, but the orbiter's shots will home in on the closest enemy.
0:32 - another new enemy, the Heavy ship, makes an appearance. Its behavior, however, is not yet final.
0:36 - the player now has two orbiters as the result of another upgrade. The second orbiter behaves the same as the first orbiter.
0:43 - a third new enemy, the Doom Rocket, appears. The Doom Rocket flies in a single predetermined direction, dropping bombs off as it flies through the scene. The bombs explode and generate a massive number of projectiles in all directions.
1:00 - a fourth new enemy (if you can catch a glimpse of it, it moves incredibly fast), the Net. The Net enters the screen based on the player's current x-position and flies at a rapid rate towards the player. The Net can harm the player with either the electric beam that exists between the two subship pieces it is comprised of, or simply ramming the player. The Net has no projectile weapons, however.
1:01 - when the player dies, the background color fluctuates to black until the player is revived.
1:28 - just before the video fades out, we see the fifth new enemy at the top of the screen on both sides, the Cloud Cannon. This is a stationary enemy which constantly fires projectiles in a single direction.
With this update, most of the key gameplay features of SoF are implemented, the notable exceptions being the player's alternate weapon and a finalized boss enemy (or enemies, if times allows). Once these is implemented, level design, game balancing, and bug-squashing will become the primary areas of focus.
SoF remains on track for completion by the SGD End-of-Semester Expo.
Spring Election Results
President: Chris Dodge
Vice-President: Dan Magnussen
Treasurer: Dan Epstein
Note that Dan Epstein has assumed his duties effective immediately, given that his position is new for the upcoming academic year. The other newly-elected officers will assume their positions at the beginning of the Fall 2009 semester.
Also of note, Chris Hooe was effectively appointed to the position of webmaster.
Wednesday, April 1, 2009
How-To: Pitch a Project to SGD
Have a good idea for a game that you'd like to develop with a team of SGD members backing you? Below are some guidelines for turning an idea in your crazy head into a full-out project for the group to develop (and get you rich and famous and deliver unto you everlasting fame and glory and all that good stuff).
The first requirement, one of which is obvious, is that you must be a member of SGD to pitch a project to pursue using SGD members and resources. Immediately following that, SGD policy dictates that you must have experience with at least one prior SGD project before you are eligible to pitch any of your project ideas to the to the club. This rule ensures that anyone pitching a project will have some sort of experience on a prior project team and has an idea of what is expected of him or her as a project director (note that if your pitch is successful, you assume the role of director of that project, meaning you are ultimately responsible for its completion).
If you meet this requirement, you're eligible to make a formal pitch to the club. To do this, the foremost thing to do will be to fill out a design document. The design document is a formal outline of what your game is, what features it will entail, specific gameplay mechanics, list of resources need, etc. etc. With regard to resources needed, you (and/or someone in a high-ranking position on your team as laid out in your design document) should be familiar with the resource(s), API(s), etc. that you wish to use to implement the project; for example, if you want to make your game in XNA, you and/or someone else on your team should already be familiar with XNA. The design document should also include a week-by-week timetable listing project goals for each week of development en rout to its completion. The SGD design document template can be found here (click).
Upon completion of the design document, you should promptly submit it to the SGD officers for review. The SGD officers will go over the document with you and help you nail down your game concept, provide constructive criticism to improve the concept, and firm up your proposed development timeline to follow for the completion of the project. Don't be surprised if you end up going to the officers several times before your project is approved; in particular, given the fact that anyone working on an SGD project is a student at The University first and foremost, time constraints will be a constant factor in any project you propose; you may be ask to cut some features from a broader concept, or spread the project out over multiple semesters. Ultimately, your design document must be approved before the conclusion of the club's pitch meetings, which occur during the first few weeks of the semester.
Once your project is approved by the officers, you are expected to pitch your project to SGD as a whole at the aforementioned pitch meetings. You'll meet with officers to set up a pitch presentation date, upon which you will present your project to the entirety of the club. The pitch itself typically involves explaining your game concept, elaborating on some of the key particulars and play mechanics of your game, and relaying other pertinent information from your design document to club members. This presentation is typically backed by a Powerpoint and lasts about fifteen minutes; more ambitious presentations might show off a functioning game engine, or in general have some sort of base to show off to give the club a better idea of what exactly you're going for with your game. Upon completion of the pitch, you'll pass out sign-up sheets for your project and offer positions to SGD members who do sign up.
Ultimately, successfully pitching a project to the club isn't overly difficult, but it requires a fair amount of dedication and work to complete and receive approval. The same amount of dedication will be required to complete your project over the course of the semester, however, so getting through the pitch process successfully is a necessary step in proving that your idea is worth developing and that you are in fact capable of leading the project to its completion, the rewards of which are eternal and everlasting. :)
Saturday, March 28, 2009
Tower Defense Update
Here's the whole game. Looking good so far!
Thursday, March 26, 2009
RGB entered in Neoflash Competition
Check out the entry post here.
Since entering the competition, we've received a lot of feedback for RGB DS, which is a great thing! There are many complaints that the game is too hard, but they like the idea behind the game. It certainly gives us something to consider as we wrap up development.
Reviews will be coming in shortly (they're open to the public), and prizes will be sent out April 20th.
Thursday, March 12, 2009
Skies of Fury: Progress Screenshots
SoF Content Manager Chris Hooe has submitted the following progress screenshots of Skies of Fury, a Spring 2009 SGD project. The project is led by John Will and is currently on schedule for completion by May 2009.
Pics after the jump.