Categories: "Work"

Lash La Rue on Holiday second meeting

 

Ok so two weeks have passed and I had the job of doing:

 

  • Design document
  • Squirrel and Duck interactions
  • Destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs

 

I had been concentrating so hard on my rig for Void I didn't have a large amount of spare time to give to Lash La Rue and his adventures. I did however get the design document finished to a certain state, and after this weeks meeting we all decided on the destinations from the list I came up with for the meeting.

Although the whole group had been very busy this week with dissertations and the like, so we set ourselves some more targets and by the next meeting the dissertation will have been handed in, hopefully meaning some time can be put towards Lash.

 

I set myself the task of doing:

 

  • Finishing the design document (all of the previous tasks have gone into the design document)
  • Finish the design of the main menu

 

See you in two weeks.

Void and where I see it going

 

Well currently we are all hoping to get a finished version of the game out of our third year project.

 

I am going to be taking it to the Blitz Open day to show it to a few people there, as well as getting to see how Blitz runs at the same time.

 

We will be taking it to Games Grads, not entirely sure on how much we shall be taken, depends on what is completed at this point.

 

I would also like to go to Develop this year as well, as I haven't managed to attend the conference yet, and would like to go see some of the keynotes while also showing our groups working to numerous people.

 

Finally our game will be going to GameCity, mainly thanks to our lovely lecturer David Surman getting a space for Computer Games Design graduates to show our work off.

 

If any other events pop up Void will hopefully make an appearance.

Lash La Rue On Holiday first meeting since the GGJ

 

Well the Lash La Rue team had their first meeting today, we went over many things, including the large amount of work that needs to be done in order to have it at a finished state.

 

I have allocated myself the tasks of

 

  • Design document
  • Squirrel and Duck interactions defined
  • Chosen level destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs
  • Menu screen
  • How to screen
  • Backgrounds for each level - day/dusk/night (TBC)
  • Character animations
  • Other characters
  • Assets
  • Foreground
  • Images from holidays
  • Profile images
  • Cutscenes for the ends
  • Finish screens

 

Of all that work I set myself the task of the more design based work, so it can all be sorted before going into the more art based side of things.

 

So for a deadline of two weeks I will be doing:

 

  • Design document
  • Squirrel and Duck interactions
  • Destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs

 

As long as my dissertation and Void don't take up too much time I may be able to get some Lash La Rue work done.

Void Project Blog

 

Dear Readers,

 

As well as reading about the work I produce for the Void game on this blog, the group I am a part of also have a collaborative blog for every piece of work produced to be published on. As reading it from my blog it's quite one sided as I will tend to only post up my work.

 

I am currently putting up most items on the blog, but I am sure other team members will contribute over time. Either way it's a place for everybody's work to be shown together, which fills in all the pieces our individual blogs are in some cases missing.

 

On the blog at the moment there is all the pre-production work that has been produced up until now, and there will hopefully soon be images from the production phase as well.

 

You can find the blog at http://voidthegame.blogspot.com.

 

Thanks for reading my blog, feel free to visit every now and again.

 

Catherine.

Void - Production Stage

 

Ok we have started on the production stage of the game, one part which I'm sure the majority of the group has really been looking forward to. I must say I am really looking forward to seeing all our work envisioned into an actual playable space, especially the orange pads from The Anemone Sea as I really love the design of them.

 

Well I plan to start off white boxing in the mechanics with Andy, while also rigging the main character and doing a bit of modelling on the side perhaps.

 

Really to be honest though I don't mind what work I do on the project as I'm always willing to give everything a go.

 

I'm currently trying to come up with a plan of how we should space out the production of our work, although I feel the whole group needs to go over this plan so we can all decided what time is needed for what. Although in the mean time I've put together a quick planner for us to use and stick up in either E8 or H2 at university.

 

weekly planner

 

Our deadline is around the start of May, along with us all having to finish and hand-in our dissertations in March as well. I think as long as we put our minds to it, it can be achieved, especially after taking part in the Global Game Jam and seeing what was produced in just two days.

 

Although i have been devoting more of my time to my dissertation recently so that I can get it out of the way, but that does mean I'll be able to use my time just on working on Void once the dissertation is out of the way, as opposed to worrying about both of them at the same time.

Global Game Jam Newport

 

Global Game Jam 

This Friday just passed marked an event called Global Game Jam, of which I took part in. Originally I wasn't going to, as I have enough work of my own to be doing for my third year project, but Charlotte convinced me to go with her and Tim.

 

Global Game Jam was an event where people all over the world, I think just over 2000 in total maybe, all get into groups and attempt to make games in 48 hours. We started on Friday the 30th at 5pm and then finished on Sunday the 1st at 3pm.

 

After pitching ideas and everything we all started working on our games, so by about maybe 6/7ish we had started designing stuff, in my groups case I was designing the characters.

 

We were called Super Cute Animal Attack, our group compromised of myself, Charlotte (my twin sister) and Tim (her boyfriend), Tim graduated from the Games and AI course at Newport, and Charlotte is a film student wanting to get into the games industry, and I of course am a Games Design student wanting to also get a job in the industry.

 

Our idea we went with in the end was firstly titled "Mmmm" which was a game about the relationship between a Cajun squirrel and a Mexican duck and having to make their way through an area, which was slowly being destroyed by a giant robot koala, think the boss in Dynamite Headdy right near the start, not the cat though. We had a few constraints to the game these being the following:

 

  • A play session must last 5 minutes or less
  • Theme: As long as we have each other we will never run out of problems
  • Choose an adjective: in-between, rushed or growing

 

The game evolved over time, including the title of it being changed.

 

After 48 hours we came up with "Lash La Rue on holiday featuring Juan the duck"

 

The developed story of the game is:

 

Best of Friends Lash La Rue and Juan the Duck are travelling the world together. But everyone has their own problems, proud of his culture Juan never leaves behind his poncho, and therefore cannot fly. Lash La Rue on the other hand, is terrified of the water, together they will successfully tour the world's jungles, deserts, wetlands and mountains, and they both know that if they didn't have each other they would get nowhere.
Although, having their own busy lives, the two only booked out a certain amount of holiday for their world tour, with only a fortnight's travel to go, they must be as quick as possible if they want to visit all fourteen destinations before they close, and if they don't work together, they'll only spend their whole holiday arguing

 

For submission we were asked to submit a press image for our game, ours is particularly nice as we managed to get David Surman to draw the main image for us, the smaller drawn image is also done by Bill Kavanagh (as photos are a big part of the game, this is down to the fact that memories are best kept in photos, in the finished game the two below drawn images will be shown during play, along with others showing the two friends working together).

 

Lash La Rue on holiday featuring Juan the duck 

 

You can play a copy of the game from here on the Global Game Jam website, you can also view all the other games made in Newport and also all over the world.

 

As you can tell from the game, it is in a quite unfinished state, but we intend on finishing the game with a bit of our free time, in fact I have already started on a new splash screen along with the instructions page, which will nicely fit in with the concept behind the idea.

 

A few bugs which are quite noticeable, which I will point out are:

  • The animations are running too fast as we didn't have time to change them.
  • There are no assets in the foreground as we didn't have time to add them
  • The squirrels can't swim sign is too big, we didn't have time to resize it, although I feel it looks nice large, just it needs to look better.
  • The game doesn't really end
  • The squirrel can walk on water, it was hard to figure out how to stop him from doing it, so it never got finished
  • The parallax scrolling on the background and foreground didn't work
  • We didn't have time to put any other characters in the background which would help populate the space
  • We didn't put in a little orange tree, along with an orange that fell
  • We had to cut out about half the level as it didn't all work properly
  • The duck gets a little stuck after diving in the water
  • They both turn at the same time
  • Plus many more

 

As you can see from the items I've listed we realise that there are a few problems, but they will get ironed out and then a newer build will be posted up, the version on the GGJ website is 1.0 we hope to have 1.1 sorted at some point, at least with actual titles.

 

I would also like to point out that the music for the game was created by Rob Bennion who if I get this correct is a Jazz Musician/composer who very kindly produced our group a whole bunch of music in the space of a few hours, while also helping other groups at Newport. I would like to thank him very much for creating so much music in so little time. We will hopefully be using his services a little more while we get the game to a more finished level.

 

I must say the weekend was an unforgettable event and that it was a lovely way to start the year, and even though we didn't get a completely polished finished game out of it, I'm amazed at what can happen in 48 hours. Of course when sleep isn't exactly involved it's not a good thing.

 

Super Cute Animal Attack did also want to do their other game, which we also hope to do, either while finishing off Lash La Rue on holiday or once it's finished. I won't be posting up anything about it though as it hasn't been started, but it is a bit simpler than our Lash game and both myself and Charlotte agree if we went with it we would have had a finished game.

 

Either way expect more small games coming out of this blog.

Void Updates Part Five

 

I produced these boards to help explain the progression that is involved with the Anemone Sea space, they go over the important parts which make up the level. I felt it would make modelling the level easier for us in the production stage, as when seeing the layout sheet it looks quite daunting. And without explanation it won't make much sense to anyone who reads my blog.

 

Anemone Sea progression

 

Anemone Sea progression 

 

Anemone Sea progression

I really like the progression images I drew for the Anemone Sea, I think they're much better than my ones for The Reef.

Void Updates Part Four

 

Along with some help from Rob I managed to produce a layout of how the Anemone Sea will take place.

 

Anemone Sea Layout

 

I'll just give a brief overview of the path that the character can go along, I won't go into depth on the spectacles that the player gets to witness. As you can see that when you play the game and it will be more exciting.

  • The player starts off in the top left-hand corner of the screen they then traverse along the edge to where there is the whitish square which is a ledge.
  • They will then go down onto the cluster of pads, following the curve round, then following it curve again.
  • Then leading down into the waterfall and then into the whirlpool. You then continue right, passing the starfish on the ledge then following the curve of all the pads until you get to the black shore line.
  • If they then carry on they will make their way to the next area to explore through.

 

I realise it's quite a large level, but it's the first thing the player is going to witness and I wanted it to be impressive.

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