Sunday, July 17, 2011

Absence

As we feared the lack of locales put a major stop to us producing this game. And we decided that a break from all work was needed for sanity. I don't think I'll keep updating this blog, and I'll save the game for later.

Tuesday, June 21, 2011

The Boss

Today I wrote some ideas for the boss-fights. Just as a preparation for the future, if we get to the "make a boss"-phase.

The boss will stand inside a music temple, at the right end of the screen. It will send waves of Silence towards you, and the priest must avoid them by jumping. When the priest has reached the boss you must play music at it and at the same time avoid its attacks. When this pattern has been repeated enough times you will finish the boss by bursting at it with music. Basically, hit all buttons in whatever order you like. Make a good song or just ram it with music!

Friday, June 17, 2011

We can work the editor!

This is the GoR Level Editor!

Right now I am building a scene where we will test our mechanics, such as running, jumping far and jumping high. Later on we will also try out the "mute-heal" as well.

You will be able to read more about the editor later on, its functions and so forth.

Wednesday, June 15, 2011

The Who?

The ConceptMan has slipped in amongst us
Today modelling was started on both the main character and a mute. We have also prepared standards for the ground-tiles for use in our editor. One thing that stops us at the moment is the fact that the converter that makes our 3d-models workable in our engine has its license expired. Will fix tomorrow.

Programing-wise, we have set up us the things necessary for controls and all kinds of game-states. Such as pause, loading, splash-screens and the gameplay itself.

Tuesday, June 14, 2011

What are the mutes?

Today we stated what the enemies are in our game. They are the priests/monks who tend to the musical temples. When God of Silence decided to go into the musical realm he defiled the temples and those inside. They became mutes. Now they wander through the world, empty, spreading Silence.

When the musical arch-priests, main character, run around spreading music they will heal mutes. When a mute is healed he/she returns to its former state, once again playing music.

Monday, June 13, 2011

All artists, Present!

Today we finalized some concepts and decided that tomorrow would be the day that we start creating some models. A ground-mesh that is tileable, decicions about the mutes and the main character will be the graphical focus for tomorrow. And until friday I would like to see progress on the Main Priest, two or three mutes and a mockup of the level with at least a few models in it.

Calle Schytt-Winberg

The main character is on the way. We will decide on colour-schemes for  him as we try him out in-game.


















Helén Ahlberg

Here are a few ideas for the level. Enviroment examples and the unique locations visualized.

Friday, June 10, 2011

Preparing for level-design!

It was a lazy day, thus not much done. 

Yet we discussed the level that we are going to make. Specified the locations that would be used, for example; a giant log for the player to run inside, an arc of stone or regular ground, a collection of pillars that require thinking as you approach them and what backdrops to use and where to use them. More concepts of the level will be published later on!

The mysterious Mr.ConceptMan left a plate of sponge-cake for us. Very tasty!