Showing posts with label Flash. Show all posts
Showing posts with label Flash. Show all posts

Monday, August 29, 2011

Blood Honey: Sweet Revenge (Update Part 1)

I haven’t got much to say, but this month has been focussed on the menus and the images that will be used for the introduction.

Menus

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The Credits Screen (Fig 1)

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The Main Menu Screen (Fig 2)

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This is the Option Menu (Fig 3)

The Intro Stills


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Still 1 (Fig 4)

Still 1 – This still will introduce the player to the corrupt world where the game will take place, Ajax (formerly known as Dolph) and his honey empire.

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Still 2 (Fig 5)

Still 2 – This is the evil tyrant who wants Ajax’s business, to enslave all of the honey bees within it and then force them to work in this factory. In the last paragraph he will order his Fly squad to kill Ajax and his family.

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Still 3 (Fig 6)

Still 3 – Ajax’s house is raided. The soldier executes Ajax and his family.

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Still 4 (Fig 7)

Still 4 – Ajax wakes up to find that he’s now 75% cyborg and that a professor has saved his life. The professor explains that the tyrant has captured the whole factory, enslaved their species and now Ajax is the only one who can save them.


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The intro thumbnails (Fig 8)


Original Concept Sketches

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Original Sketch 1 (Fig 9)

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Original Sketch 2 (Fig 10)

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Original Sketch 3 (Fig 11)

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Original Sketch 4 (Fig 12)

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Random Sketch (Fig 13)

Tuesday, April 5, 2011

So, What's Next?

The Orb Collector (Friend Feedback)

After posting the game to some friends, I received some interesting feedback. The game had to change drastically. Here are some of the points that were brought up:

  • This game cannot be played by people with colour blindness
  • The bullet shouldn’t be the same colour as the orbs
  • Add the text ‘Password’ above the actual password
  • It’s too hard
  • Use the keyboard to skip to the next screen, because jumping from mouse to keyboard is tricky

Colour Blindness

A friend brought up the fact that he could not play this game due to colour blindness, which is something that I didn’t think about. So after looking into the condition I found out that there were many classes that affect various colours. This was a problem, because I didn’t want to exclude anyone.

I thought of a solution to this problem. Seeing that there are different types of colour blindness, why not add shapes inside the orbs to make them more distinctive? For the Yellow Orbs I added a thick black line running through the middle; the Cyan Orbs were left alone and a dark circle was added inside the Magenta Orb. I was worried that the orbs were too small for any detail to be seen, but my friend approved of the idea. There were still issues with the three colours, because he can't tell the difference between Cyan and Magenta. He later sent me three colours that are more distinctive and aesthetically pleasing.

So in the next few weeks I will adjust the game and make it suitable for this condition.

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Original Colours (Fig 1)

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Adjustments for Colour Blindness (Fig 2)


Cyan Bullet, Cyan Orb

This is a problem that I did not intend on fixing, but I do agree that it’s a nuisance. This will be fixed though, as the Colour Blind version will have three different coloured orbs.

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Bullet and Orb comparison (Fig 3)


Password?

A random number after each level can be confusing and could possibly be mistaken for the score. I added the text above/ below each password, so no one makes this mistake.


Too Tough?

People brought up the fact that it’s a hard game, so I have made it easier, especially in the green area that contains toxic gas. Some of those levels required pin point accuracy because the timing was too tight.


Skipping screens with the keyboard

This is something I really agree with, especially considering that some levels start with a mutant charging towards you. I haven’t added this feature, but I have delayed the charging mutants.


What’s Next?

Originally, I wanted to start a project using XNA. but instead I'm going to adjust an old Flash project, and then create a new Flash game. The reason for this is that I want to create a few completed Flash games before I jump into another language (C#). XNA is completely different from Actionscript 2.0 and it would be tricky alternating between the two. I have recently found out that XNA 2.0 is now redundant and that I will need to learn XNA 4.0. So this will make things harder.

When I do make the jump into XNA, I will most likely re-make one of my Flash games, because the blue print is already drawn out.


New Flash Project

The gameplay is still uncertain, but the next project will be based on an old character I created, back when I was 14 years old. His name is Rox9. The game will still be based in ‘The Orb Collector’ universe, but many years in the future. Humanity is worse than ever and multiple gangs have taken over the land.

Below is an old, rough animation that I made many years ago (2004):


In my next post The Orb Collector should be updated; a newer version of an old project should be completed and I should have some concept art for the Rox9 game.

Friday, February 11, 2011

The Orb Collector Update (Part 3)

The game is very close to completion. All 25 levels have been created, the gameplay mechanics are complete and all of the sprites are satisfactory. I'm still missing the audio, but this is something I want to plan, when the other elements of the game are 100% complete. A work colleague has offered me his services and after listening to his audio portfolio, I am more than happy for him to design the music and sound effects.


The only remaining tasks are:

  • Adjusting the passwords (they are very predictable at the moment)
  • Pre-loader
  • Edit/ input text before each level
  • Implement the audio
  • Implement the mute button
  • Add a pause feature
  • Trim down the project in size
  • Beta testing stage

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My desk during the creation of the art.


As promised I’m going to upload the images that were going to be used for the game’s introduction. These images will be used for the introduction, to explain the gameplay, but if they drastically increase the size, they'll have to be scrapped from the project. I want to keep this game's size below 10 Megabytes, so the project can be uploaded to most of the Flash websites. I have found out that Newgrounds.com allows Flash projects under 10Meg and Kongregate.com allows projects under 20Meg. So far The Orb Collector is around 4Meg, so hopefully the audio doesn't increase the size too much.

Here are the images:


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The Orb Collector (Image 1)

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The Orb Collector (Image 2)

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The Orb Collector (Image 3)

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The Orb Collector (Image 4)

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The Orb Collector (Image 5)

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The Orb Collector (Image 6)

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The Orb Collector (Image 7)

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The Orb Collector (Image 8)


Thanks for reading this post and hopefully the next will include a link to the game.

Wednesday, January 12, 2011

The Orb Collector Update (Part 2)

The fun has stopped, I have recovered from the chocolate overload and I’m back in work mode. I’m more than happy with the progress of this project. A target of 25 levels has been set and I have created 10. After creating five levels I was a bit worried that the game would become boring, due to the lack of new features or challenges to keep the player interested. To overcome this I have split the 25 levels into 5 different areas and each area has a different colour set.

  • Area 1 – Black and Grey
  • Area 2 – Blue and Black
  • Area 3 – Purple and Black
  • Area 4 – Green and Black
  • Area 5 – Red and Black


Each of the five areas will have unique challenges for the player to overcome. This will hopefully keep the player’s attention, so they will keep coming back for more. Some of these features include:

Enemies that move incredibly fast, but if the player shoots them, they will freeze in position. The enemies will still be dangerous in the frozen state, so the player will have to freeze the enemies in specific places for them to progress through the game.

There will also be a lava chase level, this has been done many times before, but I think it will fit in well with this game.

During Area 4, there will be a poisonous gas on the lower half of the level and if the user falls into it they will have to keep rising to the top to refill their air gauge.


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A new screenshot of the game (Fig 1)

Audio

A key element that is missing from this project is audio, which is underrated in games. Getting the mood right will be essential when immersing the player and a good sound track will help this. Even though it’s a side scrolling platform game, I want the audio to be eerie and mysterious.

This title also needs sound effects for the following:

  • Shooting
  • Dying
  • Killing the enemies
  • Button presses
  • Jumping


Intro and Ending

For a game that only spans over 25 levels, is it necessary to have a story? Even though this project is small I believe it is. There is a very basic storyline, which gives the game some meaning. I have created some stills for an introduction/ ending, but it will be decided closer to the end if they’ll be implemented in final game. Either way I will post the stills here for everyone to see.