Tuesday, 18 December 2012

Game Production + Evaluation

Graphics

All the graphics used in my game are all produced by myself using Flash. All of my graphics have been created using the line tool and the warping or curving the line to fit the shape, and then when the outline was finished I would then fill with the paint bucket - All of my images are based on Pokémon and in most cases used images for reference

Player Avatar:
 as I choose to do Squirtle as my players avatar I had to think about how I wanted it to look - seeing as I wanted to have my enemies coming toward my player I thought logically the players avatar should have its back to the screen, and so I created my Squirtle facing away. and so it would be firing its 'lasers' at the enemies.
 After I had finished my outline for the Squirtle I needed to colour it, and so I retrieved an image from the internet of a Squirtle used the Eyedropper Tool and grabbed the main colour of Squirtle and his shell. From I took the main colour  for his body and shell, and made it darker and used this as shading.

I had initially intended on animating my Squirtle so that his legs or arms might move when he does, but I thought that this might distract the player or use up to much processing power and so decided to leave it.
I also decided to leave my Squirtle as a vector image within flash, because he wasn't scaling or moving much and there is only going to be one of him, so I thought I would keep the graphic looking good and clean by leaving him vector instead of importing him in as a jpeg.

These are my enemies. These were all made and coloured in Flash and then imported into Photoshop, then imported back into flash - this was done so that they wouldn't be vector-based images, instead they would be jpegs, this was done, because within my game, because both of them bob in and out of their ground, scale and change contrast. Keeping these vector based would take up too much processing power.
This is technically my Third enemy, as this is within my Enemy movie clip - however I have scripted it so that this is shoot-able and it will earn points to the player, like the other enemies but if the player allows one to hit and fall on it they will earn a button which is ultimately a 'nuke' button in which it will cause a wave animation 'surf' and clear the stage of all enemies, once used the button will disappear.
This is my 'Nuke' visual, a big wave will come and wipe the stage clear of all enemies and will disappear along with the button once the player has gained the power-up. Because this can only be used once every-so often I decided to keep this as a vector image, as I thought it would work nicest.
 This is my 'Laser', this is the most common form of artillery within my game, and is also a move within the Pokémon franchise. As you can see my 'laser' is several bubbles, which scale up and down when fired - because of the frequency of these can be launched and the animation they do I decided to created these in flash, import them into Photoshop and then back into flash. I done this because Flash gives them a very simple look, that doesn't look very real, and yet they don't look cheap, and I believe this would be hard to achieve in Photoshop so I decided to import it back in as a jpeg instead of vector.

This is my background for my game - The dark at the top is supposed to represent the beginning of a cave - Diglett cave.
This is where I am hoping to have all the enemies starting from instead of all over the top. However this may make the game too easy so this will be revised.
This was created in Photoshop and then imported into flash, to save on processing power.


Game Over Screen:
This was the initial outlines for my end-screen  Currently it doesn't make a lot of sense at all the lines are visible but it currently consists of the shadow cast of by my Squirtle, an incapacitated Squirtle and odd rocks around and on Squirtle.
 This is my coloured finished end screen. AS you can see it has the words - "you fainted" which is a term used in Pokémon when a Pokémon is out of health and unable to battle anymore thus tying it closer to the theme.






Start Screen:
This is the main outline of my Squirtle, The idea for my title screen is to have Squirtle surfing or doing some form of water move, and so I started to make my Squirtle.
 This is my finished coloured Squirtle, I have yet to add the graphic of him surfing but the main part of the image is there, from here I can 'guestimate' the size the wave should be.
 Wave graphic has been added, I wanted to try and keep to the style of my wave from my 'nuke' button. This is my finished graphic for my title screen, this can now be re-sized and placed where I want it to be.
 This is my finished title screen, that currently has 3 buttons, the two large ones in bubbles are official buttons that will stay the other is present whilst in editing mode but wont be during game play due to the fact that I've hidden it with script.
The bubble Play button will take you to a rough bit of role-playing which can be skipped once started. And the help will take you to a small tutorial of what to do.

Introductions/Role playing Screens
This is my outline for a character in the Pokémon franchise called Professor. Oak, I thought it would be best to use him to give instructions or a brief overview to the game as it will tie nicely into the theme and also add more characters to the game and bulk it out a bit. I also believe it makes it more interesting.
Finished Professor. Oak, and the outline of my Pokédex - this is how i'm making the Professor visible  through the players Pokédex - this will once again relate back to my Pokémon theme and will also add more detail to my game
Finished Pokédex: this will be the device that relays the message from Professor. Oak to the trainer, will an on-screen visual of the Professor I will type out a brief induction to the game - talking through him.






These next Screen shots are of what he says, along with all the buttons available on stage:

 1                                            2



 3                                             4

 5                                             6

 For these all these buttons to work I had to implement different bits of script:

stop()

starty.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);

function fl_ClickToGoToNextFrame(event:MouseEvent):void
{
nextFrame();
}
play_btn.visible = false;


 This bit of script talk to my button start button (with an instance name of starty) from my title screen, and tells it to go to the next frame within the movie clip
and then I have also made my play button which will take you to the main game invisible for the time being.


For when the Pokédex comes up I used this script that all the buttons will follow:


NEXTY.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_8);

function fl_ClickToGoToNextFrame_8(event:MouseEvent):void
{
nextFrame();
}

This script talks to my 'Next' (instance name NEXTY) Button and makes it go to the next page whenever clicked


 SKIPPY.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndStopAtFrame);

function fl_ClickToGoToAndStopAtFrame(event:MouseEvent):void
{
gotoAndStop(8);
}

This bit of script talks to my 'Skip' button (instance name SKIPPY) and will command it to skip the brief induction by going to the last frame of the induction - in this case, frame 8


PREVY.addEventListener(MouseEvent.CLICK, fl_ClickToGoToPreviousFrame);

function fl_ClickToGoToPreviousFrame(event:MouseEvent):void
{
prevFrame();
}

This script talks to my 'Prev' button (instance name PREVY) and commands it to go to the previous frame.



And then on the last frame of my induction I have

play_btn.visible = true

and all that does is make the play button visible so that it can be clicked to start the game.





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