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Showing posts with label Dains. Show all posts
Showing posts with label Dains. Show all posts

Monday, August 27, 2012

Barrel Explosions/Crate Opens

Here's my GIF of the Barrel exploding.

This is the full cycle of the barrel flipping then exploding, minus the oil spill effect.
Here's the barrel flipping, pausing spilling oil then moving on and exploding.
Here's my other oil spill concept animation

 And another oil spill with a larger spill plane.
Boxes changing colors as they go across the screen.

Wednesday, August 22, 2012

Crustacean Invasion!

Here are the concept shots for what will happen when a player activates the Crustacean Invasion in game bonus round:

As the player approaches they will notice the crate floating on the water among the survivors they need to save.
The player will then tap on the screen to open the crate and see what goodies are inside.  This time reveals the King Crab is within the box! 

The crab will grow to take up the majority of the screen, pausing game play behind it.

The CC  will pop up and announce "CRUSTACEAN INVASION!" in a word balloon then slide off screen.
Crabs will then populate the screen.  Game play in the back is still paused, the helicopter and survivors don't move during the invasion.
The player then has a certain amount of time (possibly 3-5 seconds) to flick/swipe as many crabs off the screen as possible.
After the time limit is up (or all crabs have been removed), the crabs (if any remain) will disappear and the Instructor will pop up to give a congratulations message.  The message will indicate the level of success at the mini-game.  The levels of success are still TBD but should range from "Horrible Work!" to "Perfect!" (With a potential bonus for time remaining if the crabs are cleared before the time limit is reached.)




Monday, August 20, 2012

Screen Caps I will be doing

I will be doing a screen caps of the King Crab sequence to show what happens when you collect the King crab on accident.

Also I will be doing an open version of each box asset we have created for when the crates are opened.

The Achievements of a Lifetime!

1: We're Getting the Band Back Together
                  - Collected all 4 band members

2: Good Job Old Chum
                  - Used Shark Repellent for the first time

3: Hero of the Half Shelled
                  - Saved all the turtles

4: Tonight We Dine on Turtle Soup
                  - Failed to save any turtles

5: Crate and Barrel
                  - Collected a Crate and a Barrel  debris.

I've got some more sort of sitting in the back of my head, but I figured I'd wait and see what everyone else came up with before moving on.

Wednesday, August 15, 2012

Sunday, August 12, 2012

UI Concept sketches

Here are my UI Concept sketches, these are all based on a 3 1/2" x 2" screen.  I used my phone as a reference for screen size.
This on has the 2 button set up, the button on the left is for the helicopter to go forward with release to glide back, and the right is for the claw.  Upper left is the gas gauge, center is for the collected power up (e.g. shark repellent, SCUBA Steve) and how many you have collected/saved up.  Upper right is the score in points and below that is the distance traveled in meters for the mission.

A one button set up were you could tap and hold anywhere on the screen to allow for acceleration, and a button designated for the basket to drop.  The score and meters traveled trackers are up there again, as well as the power up indicator and gas gauge.  I also added a "pause" button that would pause the game and open up a menu or something like that.

Similar 2 button set up to the first UI, pause button moved down the middle, and this time under the gas gauge is a power up meter for how long the power up would last.

Similar one button set up, with the score and distance trackers in the lower left, gas and power up gauge in the upper left, and collected power up indicator in the upper right, also a place for a time clock to go if we needed one.

And here's my personal favorite UI setup in Illustrator format.  I like the concept of the basket button being larger than the acceleration button, and honestly think that this set up could also work with just the one button option where the player could press anywhere on the left half of the screen to accelerate.

Example:
The grayed out area is the "live area" for acceleration but wouldn't show up in game as a mask or anything, just as a note for the programmers on where to place the control option. 

Wednesday, July 18, 2012

Victims Final

Triangle Player initial Design - I'm looking for input on his pose.
Updated Violinist


Viola Player



Cellist - Moves at the left elbow.

Violinist - Moves at the right knee, right elbow, and left elbow.

Monday, July 16, 2012

Victims, first pass

Here are my first passes at the new victim assets, redesigned the waiter, and added the violinist and the cellist for the string quartet concept.
Turns out quartets are 2 violinists, a cellist and a violist.  So I was thinking of just doing different heads for the violinists and maybe a female model for the violist.  Any thoughts?
 Violinist
 Cellist
Waiter