Friday, May 20, 2011
Thursday, May 19, 2011
Monday, May 16, 2011
Whats going on!?
Saturday, May 14, 2011
Play test plan (Instructions enclosed)
Ryan's home, and IADT
System set up:
Internet connection required (however it will only be a web player build placed on the drop box, playable without the internet connection)
INSTRUCTIONS:
The goal is to quickly steal the objects that are around the museum without being caught by the guards.
Stealing can be activated only when in range of the object (indicated by the red squares near the object ). Items that can be stolen have a glitter effect around them. To initiate the steal place the player navigates into the range of the object, and then must click on the object they wish to steal. When initiating a steal numbers will pop up on the screen 1, 2, and 3. The numbers indicate the combination you are attempting to use to enter the case to get the object. Entering the correct combination grants you the object, the incorrect combination sends an alert to the guards. The player has five chances to give an incorrect combination while stealing an item, upon the fifth attempt if the player misses the guards are alerted and then it is game over.
While your main goal is at the end of the level to steal, it doesn't hurt to steal other objects in the museum either. Remember the more you steal the more profit for you! However, at the same time the higher the risk of being caught!
The player is to avoid being seen by the guards, if seen the player has 5 seconds to get out of the guard's field of view or it is also a game over. The player can hide behind objects to avoid detection and exit the guard's view. If seen the player will be locked in the room until the player has left the field of view of the enemy.
WASD (or directional keys)- Move
Shift + WASD (or directional keys) - Run
Right click - Initiate steal (when in steal range), change steal combination (while steal is initiated)
Left click - attempt steal
Due Monday
For our upcoming playtest I want all of you to make five questions to ask for after the test. Make the questions 1-5 questions (1 being strongly disagree, 5 five being strongly agree) and any yes or no questions be sure to ask why or why not. we need as much info as we can get to plan where we want to take this game, and what needs to be fixed before finals.
After this I will make a final questionnaire to use in conjunction with the playtests that will be held wednesday with Ryan, and Dan will do his five testers on another day. During the tests don't answer any questions during play. Give them the instruction sheet before they start playing (will be provided on the blog so copy that and print it out for your tests.) and only answer questions on the controls before starting the game. Once the actual test has started no questions can be answered. During play take notes on the player's reactions and things that they do or react to during gameplay. After they are done playing the level (let them play it multiple times if they choose to do so) hand them the questionnaire. Also feel free to ask questions from your notes, such as "in the first room why did you go left instead of right? why did you run past the gem in room 2? etc." the more we know about the player experience the easier it will be to understand where we are with development.
David, keep up the good work on the coding and progress you've made in the mechanics work. Be sure to drop the latest build by Monday as well so Ryan and Dan can get the latest edition to be tested. Make sure that all the mechanics that are in there are in working condition, especially the game over function.
Remember we have only 2 more class days to work on the project, next week we will be at interfaces and unfortunately we won't be able to work on the project. So we HAVE to knock out as much as we can before then.
Thursday, April 28, 2011
Compelted!
To Everyone!
Considering the fact that Dan and Dave have my number, Alex my cell # is 586-563-3622. Call me anytime you have questions
Dan Ryan
Saturday, April 23, 2011
Final Flow chart
Saturday, April 16, 2011
Update...
So what I'm getting at is I'm going over all the work you guys were supposed to of done. Albeit you guys did do the work, but the problem that I'm running into is having to redo all of it myself. So in lieu of that I have a new assignment for you guys. For the next week assignment I want you guys to complete the virtual environment presentation, Dan and Ryan specifically. David continue to work on that code, there is a lot to be done before we even get to a good play test.
I expect to see in this presentation, some concept art of the look we are going for, a mood board of sorts. Images that pinpoint our look and feel of the game and the environment we're playing in. The museum is a modern museum, so its going to have more of a modern layout than a traditional museum built in the thirties. Some screen shots of what our level currently looks like, and include the level layout map to make it clearer. Also some examples of modern museums to show a taste of what we're going for. Images from Night at the Museum may be a good place to start since it takes place in a museum at night.
Dan I'd like to see some concept art on the level, sketch out some quick ideas of what the level should look like, not like the layout map but you know what I mean.
Ryan make some concept sketches of different trinkets that the player will be able to steal. We will no longer be stealing paintings.
Also the story has been reworked. The main Antagonist is now a female and she works for interpol, she is in fact dating our protagonist and doesn't know that he is the thief she has been tracking down all this time. When I complete the new doc you will see in full detail as to what I'm talking about.
Speaking of which! we now have a dropbox account! USE IT! I don't want any scares like we had in class today. so any files you're working on add it to the drop box and keep it updated so we all have access to it from any where. Which gives me the opportunity to see the progress we've made as far as the assets that I've assigned to everyone (final asset list is in drop box). So Ryan, Dan, and David, anything and everything in the dropbox so we can all see who is doing what.
Lastly, we will be having a playtest and this presentation. there will be no leaving early! so plan to stay all day next week, and I believe the week after.
That is all I have for this post, remember to look over the final asset list to see what you've been assigned and get to work on them on top of what i talked about today.
Saturday, April 9, 2011
Game Object
David, Alex, Ryan, Dan
GAME365 - World Building
Milestone 2
Marie Broyles
Game Objects
Overview:
218 years after the original Golden Fleece of King Louis XV was stolen and broken, it was reconstructed and presented by Herbert Horovitz. This now reconstructed piece is being moved to our museum for a viewing event. Using only his wits and a flashlight we will be making an attempt to steal the amazing piece of history. Along with the reconstructed Golden Fleece on display is the Maire-Antoinette Blue Diamond and earrings. Though also very valuable these items will only act as a bonus to the steal able items.
Here are some art references;
First items that can be stolen:
The Blue Diamond

The Earrings

The Flashlight:
You will hold this flashlight for duration of level. It may be needed on other levels to advance to new areas.

Then the main Item for this level:
The Golden Fleece
On our map:
If player is seen while in the brown circle area then the doors will remain shut. If you remain detected longer than 10 seconds then game is over. You will need to start over.

AI coding:
This is the movement code for the AI – shows wall detection and then will turn around 180 degrees – this is for the first and third enemy room areas
var turnSpeed : float = 5;
var speed : float = 10;
var distanceToGo : float =5;
var leftOrRight : boolean = true;
function Update(){
if(Input.GetKeyDown(KeyCode.E)){
if(leftOrRight)
leftOrRight = false;
else
leftOrRight = true;
}
var hit : RaycastHit;
var fwd : Vector3 = transform.forward;
if(Physics.Raycast(transform.position, fwd, hit, distanceToGo)){
if(leftOrRight)
transform.Rotate(Vector3.up, 180 * turnSpeed * Time.smoothDeltaTime);
else
transform.Rotate(Vector3.up, -180 * turnSpeed * Time.smoothDeltaTime);
}
else{
transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime);
}
}
This is my work in progress on player detection / attack
//Move to or attact a target
var target : Transform;
//movement speed
var moveSpeed = 2;
//rotation speed
var rotationSpeed = 4;
// distance to detct attack/detection
var attackThreshold = 6;
// distance to start movement to player
var chaseThreshold = 10;
// distance for enemy to stop going to player
var giveUpThreshold = 15;
// delay in process on attack/detection
var attackRepeatTime = 0;
var explosionPrefab : Transform;
//current movement to player is false
private var chasing = false;
private var attackTime = Time.time;
// the enemy
var myTransform : Transform;
function Awake()
{ myTransform = transform; }
function Start()
{
// this coild be the detection to player
//target the player target = GameObject.FindWithTag("Player").transform; }
function OnCollisionEnter(collision : Collision) {
//The detection of possible hits (will use seconds of time once make that code
/*countenermyhits++;
if(countenermyhits == 3){*/ Destroy (gameObject);
//} }
function Update ()
//Still working on this part for an update of current actions
// While have in real time process soon
{ // check distance to player
var dist= (target.position - myTransform.position).magnitude; if (chasing) {
//rotate to look at the player ----
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move to the player ----
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
// if enemy is now to far away ---
if (dist greaterthan giveUpThreshold) { chasing = false; }
// detect if close enough ----
if (dist lessthan attackThreshold && Time.time greaterthan attackTime) {
// Attack/Detection Start ----
Instantiate(explosionPrefab,transform.position, transform.rotation); Destroy (gameObject); attackTime = Time.time + attackRepeatTime; } }
else {
// start chasing if target comes close
if (dist lessthan chaseThreshold) { chasing = true; } }
}
Work cited:
http://factoidz.com/the-fabulous-jewelry-collection-of-marieantoinette/ (both images and descriptions’)
Sunday, April 3, 2011
NEW IMPORTANT ASSETS
Saturday, April 2, 2011
The Design Doc
The Asset List
3D art design, this is what we're looking for!
Benches, Chairs, office chairs, security monitors, surveillance cameras, trash cans, indoor flowerbeds, Display cases featuring different types of art, sculptures/statues, paintings, picture frames, vending machines, water fountains, signs (signs that point out events, or areas the player is going to such as one direction to an old century art exhibit and one way to a medieval art etc.) chandeliers, lights, pillars, catwalks, drapery, tables, desks.
This is just a start, if you can think of anything else add that to the list as well. Things in bold are a must have asset, so those should be done FIRST.
Final Level layout
Saturday, March 26, 2011
a game about theft
also we need to research into different museums and expensive paintings. The story currently is you're an art thief and you are trying to break into the museum to get to the piece you're trying to steal. That is our goal for our level, entering not exiting.
another thing to check out for ideas is the movie thomas crown affair, watch the version with pierce brosnan. We have a lot to look at for ideas. However, we all need to remember to keep a good scope in mind. we have to simply get the mechanic working and get the level and game built.
Now to keep our roles in our minds, David is working on programming the mechanics in. Feel free to come to me if you're confused on the unity interface i am willing to help you out. Ryan and Dan will be working on assets, unfortunately you guys are on hold for now. However, work on gathering research on the buildings of different museums like we discussed. We don't necessarily have to use a real life museum we can make a fictional one taking the ideas of other layouts to create our own maze of wondrous works. While researching take into account different objects that you see repeatedly through the layouts of the museums and you can start from there. Ill be working on level design, and anything that has to work with documents. From that I'll build a list of assets and will put those up on the blog by wednesday.
As for pooling our save files, like we discussed in class every time we do anything we will all save on our portable hard drives with everyone that is here so we can all have the latest update of anything we built. This includes documents, level builds, textures, photos, notes, etc. this is good because we will not only have multiple saves of each file but all of us will have one of everything so in case if anyone is late or missing something we can all back each other up.
With a project like this we all need to keep scope in mind, its a project that can easily be blown into something much bigger than a ten week project. Any sort of ideas put it out on the blog, put it up for discussion. But keep in mind we have ten days of class time, and ten weeks total to work. all that we need is a playable level, mechanics working, and our assets completed. worry about how good it looks later, get it done first!

