Friday, May 20, 2011

Thursday, May 19, 2011

Monday, May 16, 2011

Whats going on!?

So Monday has passed and I've only gotten one set of questions from you guys. Whats the deal? It is imperative that we play tests done this week. An without final questions to ask our testers how can we get the proper results that we are looking for? Lets make it happen guys

Saturday, May 14, 2011

Play test plan (Instructions enclosed)

Test environment:
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 Ryan, David, and Dan.

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.

In class today

i will just be a lilttle late. lost track of time. on my way

Thursday, April 28, 2011

Compelted!

The Powerpoint is up and running on the Dropbox and let me know what you think and on a side note study the Powerpoint too so that way we all know what we are and have to talk about!

To Everyone!

If you guys check this blog post before Saturday then I am letting you know that as I am writing this blog I'm putting on the finishing touches on the Powerpoint.

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

Wondering where the update for the presentation is that you guys are working on. If you are at all confused as to what needs to be in it look at the blog post below the final flow chart. This was supposed to be up Wednesday I thought?

Saturday, April 23, 2011

Final Flow chart

Here is the final flowchart, refer to this for your playtests and objectives that need to be fulfilled through each level.

Saturday, April 16, 2011

Update...

Okay, I'm going to be very honest with all of you. I expected way more out of the design doc than what we got. Upon receiving each portion it required a lot of editing to even get just a portion of it done. There was a different font file for every file that I received when we agreed upon using arial. There were many many grammatical errors throughout each section that I had received, which goes to say just because word doesn't catch it doesn't mean that it is correct. Be sure to read over your work from now on, and even read it out loud to catch some of the things I'm talking about.

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’)

http://lookyhereu.blogspot.com/2008_11_01_archive.html (maglight image)





Sunday, April 3, 2011

NEW IMPORTANT ASSETS

TOILET RESTROOM SINK BATHROOM STALLS, ETC, DRINKING FOUNTAIN TOO. Things that you would find in a restroom area!

Saturday, April 2, 2011

The Design Doc


Earth Shield Ent.
Presents

Art Heist
(Working Title)

Team
Alex Russ – Project Lead/ Level Design
Daniel Wilkins – 3D Artist
Ryan Shay – 3D Artist / Story Development
David Streit - Programming


Art Heist
Art Heist is a game in which the player must sneak into an art museum undetected to steal a priceless work of art. The game focuses on the player using the shadows, and hiding places to get past the guards and other security defenses. There is no violence in the game, just the player sneaking in and out of the building as efficiently as possible.
Scope
The game will focus on the player character having the ability to jump, sneak, and run. He will also be able to deactivate particular obstacles such as laser defenses, some alarms, and pick locks.
Feel
The game will be deliver witty humor, while keeping a realistic look. The entire game will take place at night, so many rooms will be dark, lighting only visible from the displays of the art works, monitors, and lasers etc.


The Thief (aka The Player)
You as the player are attempting the largest museum heist known to man! It’s your goal to snag as much valuables as you can without getting caught. You will have to dodge guards, cameras, and state of the art anti-theft technology. Upon completing each snatch and grab you will become known as the greatest art thief that no one ever saw. Each level will be played by entering the section of the museum, and then heading toward the object to steal taking it and leaving the way you came in avoiding any sort of detection.
Enemies
Inside the museum you’ll run into various guards, and surveillance cameras. Remember the Museum is closed so no one else is around. The game will be played in a top down view, as stated earlier players will have to navigate each section of the museum avoiding the guards and setting off any sort of alarms. Players will be able to jump to a higher scaffolding to hide above the night guards, sneak around multiple targets. Snatch an artwork in a set amount of time before setting off the alarm. There are even more puzzles in development.
Gameplay
Players will see the game world from a top down perspective. The players can run, sneak, and jump in each level. Rushing into places will throw caution into the wind, making it easier for the guards to find you. However, if the player continues to sneak and take their time through each level they will find more success. The player has a certain amount of time to complete each stage, sometimes forcing the player to rush through a particular level. The game makes the player find a balance of running and sneaking to complete each stage. Taking advantage of different cover points the player will have to dodge not only guards but surveillance cameras as well. Players will also have to cautiously navigate through laser defenses.



Milestones
Milestone 1 – Basic set up of camera and controls, inputting some of the assets required at a basic level. Textures aren’t necessary for this step. This milestone is to make sure the mechanic is in full working order and is playable. It also includes that the enemy characters will notice the player causing a game over when the player is spotted.
Milestone 2 – The environment and assets are completed and textured. The game is playable with the levels fully built. Players can properly complete each level without any sort of issues. Controls are completed and end goal is accessible.  

The Asset List

Think of any museum, thats the feel that we're going for. Whether we end up sticking with the black and white toon shaded idea, or continue to do a dark realistic style will be decided during the end of milestone one.

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

The map at the bottom is the final product that I expect to be done by the end of this class. Lets go for it guys!

Saturday, March 26, 2011

a game about theft

this is called tribly the art of theft, its an idea as to how we can play our game. a competitor in fact. play it to get ideas as to what we should do for our game.

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!

pham

hi it's me

welcome

heres our blog