Prototype 3 – now with percentage’s (Sort Off)
Ive been working away on version 3 of the prototype, which has all the bits I've mentioned already. There are a few changes in this one compare to version 2.
Firstly, the timer has been added. Its currently red but I'm going to change this soon. Its also in a digital font on my machine, but I'll embed it soon so it looks better.
Secondly, you'll notice the percentage counter. This is a bit of a proof of concept more than anything as it just takes the number of blobs, and adds "0%" to the end to give you a percentage out of a hundred. It also changes colour depending how many blobs are on screen, as I detailed in an earlier post.
Thirdly, but not least, is that every time you load the flash it creates a random number of blobs between 1 and 10. This is in reality to show off the percentage counter working.
Anyway that's enough talking. Go play! There should also be an animation coming soon for none web types showing the random positioned blobs and the percentage counter.
Timer in Prototype
I can't be arsed to put it online, but after to many hours of wrangling Ive got my timer working in my prototype. So far its just a text field on the stage, but the next step will be to generate the text field using action script, but I don't really understand the documentation yet, and I've not found a decent tutorial
This flash stuff is hard. I might right a progress review on friday.
Building my Timer
Today I have been working on building the timer for the game, which counts how long you have been playing. I couldn't find a tutorial that did what I wanted, so I set about building my own. It took shitting ages, must longer than it should. But after a while, I finally got somewhere. The tutorials I used included:
I spent my first hour trying to work out why tutorials I was using weren't working, then I realised that this was because they where in AS2, and I'm in AS3, Idiot. Never mind.
So that's it really. Next I need to add it to the game, and work out how to do the embedding, as it just broke it when I tried to embed the font. Oh well. It will have a nice LCD style one, and be in red.
Prototype No2
Finally got the current final design into the prototype. Same bugs as the last prototype, but now at least it looks the part, and has sheep and cows!
Any feedback in the comments would be awesome.
Cheers.
Post Christmas Catch Up
I guess I should do a bit of a catchup, as I have not posted for over a month. Last time you saw me I was preparing my prototype and poster for my Christmas presentation. Well that was all done and dusted on the 11th Dec, and I think it all went rather well. I'm still waiting for official feedback, but on the day I think everyone was impressed with the things I thought full. It was good to get everyone playing the game as well.
Since them Ive been finishing other coursework and having 3 weeks of to enjoy the snow and chill out a little. But now its official term time again Ive started working again. This morning I came up with what I hope will be the final design for my game, which is in much a similar to style to the prototype.
I really like it at the moment. It use's 3 photos taken by me (sky, background mountin and the bridge) one I found from stock.xchng, and one form a google image search I'm going to have to find again to reference properly. I guess I need to layout some plans for the next 2 weeks before lessons start again.
The rest of this week:
- Get feedback from a few people on this design (in the comments please)
- Start working out which sources of CO2 I want to use in the game.
- Find decent images for these sources, or get out and take some photos of them.
- design what the fog objects are going to look like
The week after:
- Get back into flash and get re-aquainted with my code
- plug in the new design elements
- Work out what is left to be done
- start doing it!
Ill hopefully be blogging weekly now so you can see my progress, I'm also going to start working on my report soon, so that should be a barrel of laughs.
Cheers.
Nearing a Finished Prototype
I think I've come as far as I can with my prototype. Take a look! As you you may be able to tell Ive increased the number of blobs, and they now appear at a random point on the screen. Ive also included the elements of my visual design, including the animated sources of CO2, which pop up from behind the hills at intervals of 3,6 and 9 seconds. In the finished game these would pop up based on historic timings, and they would represent the increase of CO2 coming on the screen.
I think this might be what I have to present to my tutor group on Friday, as I'm just running out of time to work more on that, my poster, and the two other course works I need to finish, which is a real shame, as at the moment its the only element of Uni I'm enjoying. Oh Well. I'm hopping to continue with development over the Christmas break, and get the whole thing working a lot more, maybe including the increasing of C02, and working out when you knock them off the screen. We shall see how that goes.
I'll try and upload my poster before Friday as well, for anyone who wants to see it, and so there is a digital copy for my tutors if they need it. Oh, and for those who dont have flash or a webcam, heres a screenshot of the prototype.
More motion play
This one seems to be buggy for some reason, but there you go. You should be able to hit the green blob, and every time you hit it it will move 20 pixles right. Its a start at least.
Playing With Motion Capture
Ive been playing with Motion Capture!
I've just been hacking apart the Motion Capture code I found at Soulwire. But its looking promising so far. Eek!
