Rubble Rumble 1.0 released
Tuesday, December 8, 2009
3:48 PM Concept Trial
Sunday, November 29, 2009
11:36 AM Stage III The Making Of & previous screen designs I have improvised on the style and look for the rubbles so far, but there's still work to be done in other designing parts. More sketches will be uploaded later on. These new version of screen designs below will be consulted and reviewed by lecturers before the improvisation takes place. Subject is prior to change at any moment in this stage. Development sketches Prototype's assets, interface objects, Main Menu Loading Page Game Page Current screen designs Main Menu Loading Page Game Page In-Depth References
Tuesday, November 24, 2009
3:55 AM In-Depth References
Monday, November 23, 2009
12:22 AM Background Design Sources: FWA deviantArt http://videohive.net/collections/198592-hand-drawn http://toucharcade.com/2009/10/02/canabalt-run-for-your-life/ http://gene-dvs-harris.deviantart.com/art/Video-Game-Slum-Concept-BG-143231809 http://www.adobetutorialz.com/articles/2943/1/Urban-city-scene-on-grunge-background and etc. In-Depth References
Sunday, November 15, 2009
2:58 PM How does it work? Fact findings and etc.
5:20 AM
Stage II Ideation Sketches Backbone Architecture Prototype's Flow The game's flow pretty much depends on the time limit as well as the score (amount of rubbles collected according to the game). If the player manage to collect all the rubbles required before "Time Out", then the player wins. Otherwise, he or she will lose. No high scores, no record track of previous player's achievements. It's either you collect 'em all or you don't. Simple enough? Ditto. Rules & Logic Player and Game Controls As any platform game, Rubble Rumble 1.0 works just about the same : - Player movements are based on arrow keys to move; up (jump), left and right (walk/climb). - The scores indicate the amount of rubbles collected by the player. 1 score = 1 rubble. - Stage contains rubbles (points/scores), ladders, walls, borders, and obstacles (enemies). - Gravity force, so that the player can walk/fall like our normal ground. - The player has about 15 minutes to collect all 'em rubbles. - Enemies walk/fly freely on the stage, they can't shoot. detectKeys function (Arrow keys) function detectKeys() { keyPressed=_root.moveChar(ob, 0, 1); } getMyCorners function (Wall collision) function getMyCorners (x, y, ob) { Ladders game.Tile4= function () {}; References Cartoon Smart Tile Based Game Own downloaded tutorial .fla and .swf files http://www.rcc.ryerson.ca/schools/rta/flowchart/harry.html http://www.rcc.ryerson.ca/schools/rta/flowchart/ydkj1.html http://www.rcc.ryerson.ca/schools/rta/flowchart/ydkj6.html http://www.rcc.ryerson.ca/schools/rta/flowchart/landmines.html |
About
Name: Siti Sarah AmeeraDOB: 25th August 1989 Majoring: BMM hons DM Hometown: Penang Zodiac Sign: Virgo Fave colour: BW, purple Myspace Friendster Flickr deviantART My Blog MMD2123
This blog is solely made for the subject Digital Media Design II, MMD2123 in conjunction with our current and future projects. It will be a place for raw ideations, mind maps, flowcharts and creative developments during and after the making of the projects.Classmates
Aisyah RahmanAlly Hassan Alia Mardhiah Assila Liyana Athirah Iylia Azizul Hafiz Daniel Jangin Diana Ludin Faiz Yunus Fara Izzati Farah Liyana Goh Tzen Hong Guna Ranganathan Hafizadt Ghazali Helmi Daud Irra Asdilla Leong Sweet Ying Maheran Majidin Nuraini Ghani Salmiyati Yahaya Shamin Aizat Stefan Tan Tan Jaw Yuh Wan Liyana Wong Jia Jun Yab Cheng Lu Zati Afzan Credits
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