Week 2 & 3: Straight Ahead To More Games

Pose to Pose animation is where you create a few key frames and then later go in and add in all the small details between the frames.
Key Framing is where you raw the most important frames with the largest movements first then once you're done completing the key frames, draw the inbetween frames.

Stop Motion Megaman Run:
https://youtu.be/EQi0jQMdpTQ


Stop Motion Walk Animation:
https://youtu.be/PV4XqYyi6tc


Objective: an objective is a goal the player has to reach.

Obstacle: an obstacle is something trying to stop you from achieving your goal.

Gameplay Features: things that makes the game different from the others, that help you reach your                                       goal.

Theme: the style of the game, the way it looks or the story

Character: Why has this character been chosen for the role.

Control: What you need to use to play the game.

Camera: The perspective the game uses. I.e. First or Third person

Top Down game (Bloxorz):
https://youtu.be/ZtCtRnDcP_A

Third Person game (Raft Wars 2):
https://youtu.be/-HCIDmTndKE

First Person game (Slendrina must die):
https://youtu.be/zOJuqmL4Nkk

This is the regular walk cycle. We had to keyframe the main movements in the cycle and then go back to complete and smooth out the animation.
This is the walk cycle but changed slightly, here I changed the cycle to fit the style of a zombie by changing the way the back and arms act.

This is a game that we had to create that involved using the mouse as well as the keyboard to finish it.


We had to create animations using the straight ahead method. I created a bonfire and a volcano spilling lava using this method.




During week 3 we had to create a Shoot 'em up game using construct 2. You can play the demo here:

Jude Stallard Play testing my game:
He thought that the player moves too slow for the game leading to a horrible feeling game, I fixed this by increasing the speed at which the sprite moves.
He also said that the triple shot fires too quickly, to fix that, in the coding I made the delay before the key being pressed is registered a longer time. 

 Animation over the top of a video:

Solo Investigation:

In this part of the Solo Investigation, we had to create our chosen idea in construct using 3 different ways.


In this screenshot I demonstrate my first way to complete the Solo Investigation task, I use 3 different images and replace each select option by using the numbers 1, 2 and 3.



 Here is the coding I used to create this.


 In this screenshot I demonstrate my second way to complete the Solo Investigation task, I use 3 separate images but have them all on the screen at the same time, not selecting which one to use but the plan is to have a different key bound to each attack instead of scrolling between them. This seems to be the simplist way to make it.


 Here is the coding I used to create this.


 In this screenshot I demonstrate my third way to complete the Solo Investigation task, I use 3 separate images in the same way as the first way but instead the HUD will disappear if no key (1, 2 or 3) is pressed within 3 seconds. It will appear again if one of those keys are pressed when the HUD closes.


 Here is the coding I used to create this.


Overall, I think that all 3 methods are effective. However, even though I can't find out a simpler way to make it, I believe that there is one. I have tought myself a possible way to use all kinds of menu's in the future. I can apply these to my future work by adding in a pause menu mechanic, basing it off of this item menu. I never used the research I found, I kept it there as a backup but I wanted to find this out by myself and go to the research I left myself only if I was stuck.

Comments

Popular Posts