Tuesday, February 15, 2011

Vote now!

Wondering where I've Been?
So its been a while since I posted a lot since December, besides the year of the rabbit. I had to keep this under wraps until the game got posted show here it is.




Confused about what makes Dr DNA unique?
NEW update with simplified tutorials will show you!

Seconds to learn, HOURS of funs! Vote Today!

...THE GAME!
http://www.kongregate.com/games/celticconundrum/dr-dna


How to vote?
Sign up with www.kongregate.com, download unity web to play the game, and then click on the stars!(Perferably 5) Vote Ends Feb 22!

checkout our work flow:
http://gerrymandergames.blogspot.com/

Monday, February 14, 2011

People are not reading either the instructions to the right of the game or the tutorial in our main menu. So I am going to make a mandatory one on the game screen. Brandon Lin, Can you make me a .psd with the following paramaters? Just put the .psd in the dropbox and I will take care of the rest.

this mock up is just a rough... make it look like all our GUI, but keep the four spots on the corners for buttons

Friday, February 11, 2011

lightmapping


4096!!! Looks beautiful, but took 8 hours to bake... considering holding off on lightmaps until after the competition when we have more population.





Lightmap at 2048... quality isn't as good as I'd like. Going to try 4096 again. It crashed my computer last night, so keep your fingers crossed.

Wednesday, February 9, 2011

Tutorial

Here are the individual pages for our game's Tutorial. The text was written by my older brother, Erik Lee. The drawings and handwritten text are by me!

Tuesday, February 8, 2011

Progress_Part 2

Working on Final touches and Balancing:

- health, time, and score functional
- Creature combinations feels good
- AI progression needs balancing
- temporary 2d UI in place
- Title and Results screen in (also temporarily 2d)
- Animation and Sound scripting in progress
- Lightmap issues: temporary lighting in place
- 1 of 4 stages completed (minus extra population)
- 2 of 4 "power ups" in game
- Alternate fires postponed until after competition
- Boss Fights postponed

Saturday, February 5, 2011

Bug list for week of February 6



- Evil Doctor show a dragon in results, and doesn't appear when a a dragon is also trapped

- no score visible

- clock numbers are below and to the right of the clock

- Player can walk out the doors and off screen

- animals walk in doors facing wrong direction; unless coming from bottom door

- is everybody happy with the sizes, and look of everything?

... please post for best communication

Main Menu and gerrymander logo


Colorsample room



On the top is a picture of original color scheme of the room. because the colors where to active and at time blending too close to other pros, I had changed to a more harmonious color scheme for the tile floor as well as pulled back the saturation of the bumps.

Crunch Time_for competition

Final Push Priorities:

- Stages: time runs out, move to next stage with new obstacles and level model, and reset Dr to starting point (x: 0, y: 0, z: -5.5). After every 4th stage up enemy difficulty.

- Enemy progression: Monkey rate of fire -.5, Lizard speed +.5, and Rabbit rate of hop -.5

- "respawn" Dr to starting point after death

- Instantiate stun_particle when enemies are stunned

- Instantiate trap prefab when enemies are trapped

- Animation scripts

- Sound scripts

- Title Menu


Friday, February 4, 2011

Lighting and Population



Thank you for the textures Mr. Lin!

What do you think?














Almost there!

















I know nobody will comment on this, or maybe even see it, but room population and lighting has begun!

Wednesday, February 2, 2011

Main Menu Art



Here is the main menu to the Game inspired by old vintage horror movies.One in particular that catered to showing the importants of all the characters without overwhelming the composition.

Tuesday, February 1, 2011

Ratio

Boring post I know, but this is the best place for everybody to remember.

If we are going for a 16 x 10 ratio like we discussed, we should be able to squeeze a 1,000 x 625 playing screen out of the browser.