sexta-feira, 29 de abril de 2016

The Playable Prototype

So this week progress boomed from what we had last week and we made a simple playable prototype, ready to play, with all the powers working nicely, aside from still lacking cancel options. We're now putting it on hold for a few days, because of workload on other sides, but we're planning on polishing the game, adding more enemies, more behaviours and optimizing the game pretty soon!

Cocos Development week 5

Hello there!

During this week I couldn't participate in the development of Hero of Light as much as I would like, because I am finishing my thesis report.

Stay tuned for the next features!

quinta-feira, 28 de abril de 2016

Hey!

So this week we kept working on our first real functional prototype and managed to do lots of progress,

We also did some play testing with a few users and, overall, the response was great!

Here's the result we've achieved so far:



sexta-feira, 22 de abril de 2016

Functional prototype and testing

Hey!

This week we have made plenty of progress regarding the development of the functional prototype and right now, we're missing the players basic 4 skills and enemy ai appart from the warrior.

I'll be focusing on the player interactions and skills, mainly making it all work well together, for intance the leap + charge mechanic.

The soul and upgrade aspect of our game will be left for a later stage of the development.



Game close to playable!

Hello! This week the map generation was achieved and integrated with my colleagues' work. Everything's going smooth and dandy aside from a bug or too. It's worth to note we changed the logic that our map was working due to the constraints it would pose eventually, however the change was made relatively fast.
Also more sprites were made in order to further complete our game and push it into a playable version so we can start worrying about tweaking and improving on it!

Cocos Creator Development week 4

Hello there!

We have finished the attack action of the goblin enemies, and both the enemies and the hero can only move on adjacent hexagons now. Also we have implemented the game over function, and created the remaining sprites that we had to add to our game, such as the hero powers, and his health points and mana.

During this weekend I will finish the archer and mage attack pattern, so we can test this prototype with our focus group.

sexta-feira, 15 de abril de 2016

Weekly Report

Hey|!

Unfortunately this week i didn't have the time to do any work apart from the workshop and documentation stuff at the begining of the week as I'm currently in Exponor at Porto participating in  e-university league representing IST.

I'll be back with the boys sunday and i'll resume work as soon as possible.

Map generation incoming!

Hello guys! This week I've been exploring cocos even further and the map generation is looking bright! The map's already made and is working and showing up on iPod and even my cellphone!



I'm now working on the map matrix and random generation of all the special tiles and enemies on the map, hopefully by the end of the week we'll have something to finally fiddle with!

Cocos Creator Development week 3

Hello there!

This week there has been an improvement in the movement of the enemies. I have completed the movement of the knight and the bomb enemies, while the movement of the archer and mage enemies is practically done, the only movement that remains is for them to run from the hero when he is in an adjacent tile to them. During this weekend I will try to finish this remaining movement, and make the attack action of the enemies.

sexta-feira, 8 de abril de 2016

On a good path!

Hey there!

This week has been going slowly, but slowly, since cocos is new to us, but all going according to our expectations, after some tutorials I'm getting the hand of this new tool and learning a little bit more about the cocos functions.
Since I'm responsible for the randomly generated content I'm gonna start experimenting with moving a sprite randomly every time I load the app, and go from there to randomly place enemies and special tiles on top of our map, that of course, need more specific positions to put them.
Hopefuly we'll have a good advance by the end of the week.

Workshop and Development

Hey.

So this week we've been working on our functional prototype which has been going a bit slow as we're still learning a lot about cocos creator.

Apart from that we're preparing the workshop that we'll be doing with a few members of our focus group and we're also looking into making some improvements on our design document.

Cocos Creator Development week 2

Hello there!

This is week we tried to make two levels in our game, one without enemies and one with one enemy.

The first one is complete, when the hero character moves to the exit of the level, the player advances to the next level (that is at this moment another scene in the assets of our project). The development of this first level was complicated, because there were many things that we still didn't knew about Cocos Creator that we needed to know, such as how to change scenes, how to move a spite to a position based on a mouse/touch click, etc. Fortunately those are solved and we think we will achieve better results faster than before.

Also Cocos Creator released the 1.0 version for Windows and Mac. We already mitigated our project to that version. There were also some few project examples that Cocos released that may benefit the development of our project, such as a UI demo that includes multi-resolution supporting menu interface with transition animations.

sexta-feira, 1 de abril de 2016

Everything set to go! Learning cocos creator and designing first iterations of our characters!

This week we finally sealed the deal with miniclip, luckilly cocos creator is still in the game and as so I've been focusing on watching a few more tutorials to learn more in-depth about this tool, so I can finally start randomly generating the maps, enemy positions and special tiles!
I also started designing the first iterations of our hero and basic enemies.

I started off with trying a tool called Aseprite( http://www.aseprite.org/ ), which is an excelent tool for pixel art, in which I started drawing our hero, but left him incomplete:



I was more than satisfied with the tool, but it ended up being a little too detailed for the current state of our project, maybe I'll be back to it in the future. Instead I sticked to a more oldschool pixel tool called Piskel (http://www.piskelapp.com/) which is a browser tool that allows you to draw lower resolution pixel art and ended up being more satisfying for what we have now:

Hero

Enemy Goblin


Enemy Archer



Enemy Mage



Also, adding to this week's work, we also did some usability tests with a boardgame version of our, soon to be, mobile game in which people found the game to be interesting and were actually looking for further prototypes to come.

Hope you enjoyed looking through the current progress of our game!

Hey!

This week we did some usability tests with a couple of users from our focus group using our board game version of our prototype. Overall people loved it and couldn't wait to try the actual thing.

Other than that, we've set our next goal, which is to build two simple maps (0 and 1 enemies) and i'll be focusing on the player movement and controls.