Noopie an AfterSchoolCartoon

This is an Indie project to develope a platformer

Sunday, August 28, 2005

1.02

Post a new build, the tutorial is gettting 'fleshed out' more if you have SUGGESTIONS post as COMMENTS.

Each section now has several boards to read. The two sections I changed also are floating window style instead of taking over the whole screen. A new NEXT button had to be made, and hopefully replaced. Each tutorial screen has had some several changes, Shorter phrases, proper mouse Icon used, In game screen shots used.

I also added a Sparkle fx for Flying and a Sound to go with it. For the flying particle effect I added a node in the noopie model called jetnozzle0 , that last digit is a zero. the updated file is in the build in the as art/noopie/noopie_rigged_done02.max use this file for noopie animations, he is in the root pose.

Other minor things, changed the 'endLevel' sequence, it will show the loading bar while changing levels instead of showing the FPS score board gui.

Technocally we are at 90% ready for IGC.

Now is the time to make it look cool. This project is gonna been seen by all the Indie Market, if we claim to be and artist school now is the time we show it. We need to finish the gui and the animations. I plan on doing everything I can an even more during the break, but I need your help as well. So please pitch in and lets send a product that might get us a deal.

Friday, August 26, 2005

ALPHA 1.00001

I belive Noopie has finally reached the first version. Why well I finally finished a Sub level. Yes it is boring because of the lack of art, but it is there. Because I really haven't clearly explained the game play let me elaborate here.

Noopie starts on the main.mis file, think Mario 64's castle level.
Noopie can fly, fight uses energy. Noopie can shoot a beam out of his ball to suck energy from crystals to keep flying. Noopie must collect a certain amount of gold coins each level to open level doors. Doors take Noopie to sub levels. Doors on Sub Levels return Noopie to the main.mis
Here is a list of the amount of Gold coins needed to open all the sublevels on main.mis
11- level 1
21- level 2
31- level 3
41- level 4
51- level 5
61- level 6
The gold coins will lead the Noopie around. First, of course, is the tutorial, designed to lead the Noopie from the spawn location to the first door, collecting 11 coins along the way. Conviently at that door is the first Energy upgrade. There are 4 energy upgrades on each level. An energy Upgrade will increace Noopie's maximunm energy. Approaching a door will send Noopie to and from the sub level and main.mis

Sublevels are designed as 3d mazes Noopie spawns at a particular location and must find the 'Energy Upgrades' and at least 51 GOLD coins. Once Noopie has 51 gold coins the exit door will open and allow Noopie to return the the main.mis. By leaving some levels thru their exit door, Noopie will spawn at unique location on the main.mis

Here are the sub levels and where they spawn at on the main.mis
level 2 spawns at ZoneTwo
level 4 spawns at ZoneThree

This feature will allow Noopie to spawn next to Energy Upgrades on the main.mis which would normally be inaccesable.

Noopie's Energy and coin collection is automatically saved with the player's name. When players revist levels they will beable to pick up where the left off, again Mario-esk.

This first door level has just been made, it is rather chaotic but functional although I haven't yet played it, but will after this blog. Although the gui design isn't finalized, functionally it is good to go. We still have the option of multiplayer. But my major concern is creating more art to trick the IGC players that the game is more formalized.

Please give it a try, I hope it is fun and addictive, but might end up being hard and sucks so now is the time we will find out.

Wednesday, August 24, 2005

GUI stuff


I've been working all I can on the noopie GUI using the information I have read here on the blog; However, I still am not happy with the outcome, but here's the main screen. Here's some stuff coming in the update:

*better cloud placement
* "scary" adventure text....I am still trying to make it look dark enough while not looking out of place with Noopie's bright colors.
* Screens of the other GUI elements

I should have it all posted on Saturday along with the rest of the GUI stuff (but I do have a huge Quark final keeping me busy).

Sunday, August 14, 2005

New build with tutorial template in

The Latest build ( posted noonish Sunday) has a build in tutorial for the first level. It shows the path to take and give clues to get to the plateau and inturn get the first 11 coins. Right now a example image is in, later I plan on replacing them with better images and hopefully video. The tutorial screen will show untill you get the first energy upgrade, at which point they will not turn on any more. Please get your ladies to try it and take note when they get confused

Friday, August 12, 2005

Things to do Before IGC

Blogged a lot tonight.
Well it is mid august, and we need to focus on a couple things and establish what we want.

C side, I don't plan to compile again untill 1.4 is out, at which point I plan on reimplimenting Noopie code + Lighting pack + T2d + BitmapImage Energy GUI. That should do it. If I never compile again it would be excellent. Each of these code chunks are stable. Little changes means a stable game, and less bug testing.

GUI
New main screen : single/mulit/options/exit buttons ans back ground.
If T2D is implimented, use it's particle engine and t2d elements to make buttons and rollovers. If use Idea below, have eyes' Follow Cursor.

New player select screen: New bitmap border array ( think bubble) , next/previous/back/play buttons. Better Instructions. If 1.4 is implimented play 'trailor' in this screen.

In Game screen: Change bitmap array around text, re organize elements ( chat/coins/coin count/energy bar). If BitmapEnergy Bar added replace with an image of the 'energy sphere'.

Game PLAY

Develop a Various enviroments in the Main level. More Textures, sky texture, cartoony clouds, ambient things. Make one additional level. If Lighting pack implimented use it to do cool things.

Things to Fix
Noopie's animation is off, all the files are in the build feel free to learn the exporter and fix his walking cycle. Mind you it most likely needs to have the skin redone. If you really are wanting to play in Max you can redesign him to do facial expressions.

The Intro
Hopefully I will have a set of files to start compiling the avi file to later turn into ogg for the game. The Lab is in the last stages of animation, using Premier will post the greatest challenge.

I like the latest version, I got the main level working. The Tutorial path works well, and the use of a energy fountain at the end is excellent because the repeat players can take the quick path to the top of the hill. Any way please get the latest build and post comments. We need to come up with a convention to show them what to do in game. Any way as you can see we have alot to do. I think most is just images if we can get those done then all we are doing is waiting on the next release, which would give us time to perfect the levels.

GUI Idea

Is this ok? Each cloud should be a button, Single/Multi/Options/Exit

New Level



The latest build has a new map (main.mis and main.ter) it should be like the main level in Mario 64.

Saturday, August 06, 2005

Closer and Closer

Dweeb ready for texturizing, scene enviroment in and camera are set. A few more weeks and we will have a cut scene.

BTW Noopie enviroment will be Scary/Haunted/Haloween - ish. Any want to help? Please?