Noopie an AfterSchoolCartoon

This is an Indie project to develope a platformer

Monday, September 24, 2007

Hmm

So I sorta would like to take this as a restart and make a more rich mario experiance. More moves? Charectures with special abilities? Hmmmm

Tuesday, September 13, 2005

Character Select screen.



This is the character select screen I am currently implementing, any suggestions are welcome. I personally think the "play" and "back" buttons should be done a bit differently. There are of course many rollovers that cannot be seen here.

Monday, September 12, 2005

Images of Deserted Desserts







Some stuff I've been working on , level 2 will be done this week

Saturday, September 10, 2005

FALL Break. . . Ha

So many things to do might as well start listing them

  • Barrel for Turret
  • Texture for Barrel
  • Barrel 'fire' Animation
  • Replace the Window Texture, make the close X huge
  • Level Two Mission Desserted Deserts, add terrain, remove bottom trigger
  • Level Two Terrain, Bryce and Torque.
  • Level Two Sky
  • Cactus mesh
  • Catus texture
  • Brush texture
  • Piece of Cholate Cake
  • Cake texture
  • Pie
  • Pie texture
  • Sunday
  • Sunday Texture
  • Adobe cliff style coin platform
  • Assemble level two
  • Spawn disc, with noopie head on it

Anyway that is my list for this week, what is yours?

Thursday, September 01, 2005

McCann Pushes thru To Itteration 2

Jermey thanks for the New animations, it seems to work well, now we need to fix root so it isn't floating =).

The palm tree is nice, to solve the transparency issue you need to prefix the mesh with SORT: it might be SORT:: check dts docs for refrerances. The only other comments I have is to make it a little bit bigger, and add a collision mesh for the truck. Oh yeah and be sure to submit the max file.

Keep rocking.

AR

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.