Thursday, 23 May 2013
Final Team Overload Post
Good evening everyone, it's Team Overloads Artist bringing you the very last update for The game, System overload. We in team overload have designed and developed this game to the point were it is both visually appealing in an overall sense and is weel on it's way to becoming fully functional in terms of Gameplay.
Our Gameplay coder has worked hard to achieve the mechanics we set out to create and implement. It has been a long road to the end and as we come into the final stretch of the this journey, we can see our game forming it's final gameplay and overall composition.
These are some of the examples of coding our gameplay coder created in order for our mechanics to be created. The first image is of the code that handles changing the controls between PC and iOS controls. The second image is of the arrays that handle the spawning of the game tiles in a way that is smooth and visually appealing.
Our GUI coder also worked extremely hard to provide us with a visually appealing GUI that is easy to understand and navigate.
This is a small part of the coding that was created for our game GUI. This particular part of the code is responsible for dealing with printing out the previous player's names and the scores that they got for those levels. It also deals with the formatting of the writing printed and saving the name you input for a high-scores name.
The 3d modeller of our team has created very many interesting models for our game and has worked these designs to incorporate elements that work well with the overall style without clashing.
The first image is the perspective render of the player ship dubbed "Booster Monkey". It took a few try's to get the ships looking how we wanted them, our modeller had to flatten the designs so that they looked as though they were manoeuvrable and could fly through the stage easily. This was the same with the last rendered image which was dubbed as "Flat fighter"
The second image is of the buildings with which were designed with the purpose of populating the background of the scene. They were later tasked to frame the background instead of populating it as the buildings became an intrusion into the players visibility of the game.
The third image is an example of one of the gameplay assets that was designed and implemented into the game. They were designed with white textures because we were able to figure out that we could change the colour of the textures through code.
These are just some of the finalised assets that have been implemented into the game.
The level designer hit quite a few rough patches and was made aware of how the previous designs were not exactly up to scratch. So as a result we needed to rethink our approach on how to design the levels.
These are screen shots of the newly developed level being designed and created. We were told to create new levels that were fast paced and fit better with the style of the game. We collaborated and gave our design inputs as a team and so far, have created levels that fit these descriptions.
Me being the artist, I have designed the new gameplay textures and Visual design of the entire game. Most of the textures that have been implemented have become finalised and each and everyone add to the overall style of the game.
This is what the game looks like when the scene is put together and played with enhancing effects from the coding side of the game. The bloom effect and trail render coming from the player are the effects that are created from code. The screen shot was chosen at a bad time, but the blue for the gameplay road we are seeing here is not always the case. The roads cycle through the colour wheel and only every now and then, shows this current colour on the road.
The Team working on System Overload have put much time and effort into this game and thanks anyone who has provided their assistance and support throughout our journey.
We Would Like To announce that System Overload Will be Available on the App On the 11th Of June This Year as part of our game presentation Night and we encourage those who are interested to download the game a try it out. Even if you're not very interested in it, please try it out and we look forward to any feedback you would be willing to give.
This is Team Overload signing off for the last time.
See Ya guys and Thanks For Your support!
Thursday, 9 May 2013
Final Post - Art
Greetings Everybody, it's Team Overload's Artist here bringing you the final post in a long journey of posts.
For the past 15 weeks, we of team overload have been working on the game System Overload. We have thrown ourselves into the development of this game with the notion that we're going to be proud at the end of our production's completion. We may have stumbled in the beginning, but we picked ourselves up, dusted ourselves off and ran to completion. Everyone has good things to say about the final art works I have produced and I'm happy to receive such praise from the friends I made in the one and a half years I've been studying here at South-bank institute of Technology.
The following are the final artworks I produced for our game.
These are the game play roads that are used as roads in game.
This is the Iphone icon you will press to play the game from the iphone screen.
These are GUI textures and were conceived with the creative help of Dave Ryan.
Overall, this course study has been very, very educational and fun for me. I made new friends, learned tons of new things and am very glad I chose this course.
This game has challenged me and given me the tools to create and design. It's given me a clear view on what I want and i intend to do everything in my power to achieve my dreams. Thanks for your support for all this time.
This is Team Overload's Artist, signing off for the last time, see ya!
Monday, 6 May 2013
On our Way to the End
Hello everybody, it's FireFlash's Artist here bringing you another Team Overload Update.
Well, we're getting closer and closer to the end of our project's finishing home stretch and we're looking forward to being able to present it on games night. We still have a little bit to go with our game BUT, we will finish before our time is up.
The art is ever so glamorous and has become a relatively well rounded style that has developed into something that is visually appealing and pleasing to the eye. We've added 2 new ships to the ship selections and i have created textures for them accordingly. The 2 new ships are relatively close in design but are different in the way the were modeled,just like everything else i suppose.
Art wise, there is only small things remaining left to do such as bullet textures and other minor stuff like that.
However, Programming wise, there is still a bit to do and this is where most of the rest of the work lies as we begin to finalize the guts of our game.It's proved to be quite difficult as certain parts of the code just doesn't want to cooperate and the solution keeps eluding our esteemed coders. As i said before, we WILL finish our game before the end and we WILL release something we can be proud of.
Our level designer is busying himself with building more tiles for levels and improving up the existing ones. We have left the layout of the tile to his discretion a patiently await what he thinks of. The layout of the buildings have changed as well. We have decided to remove the building from the center of the game screen, to the sides of the screen so as to "frame" the player within imaginary confines that the player creates them selves, to enhance the fact you should not go off screen.
Our modeller, which is probably pleased with this, has quite literally nothing to do. Except maybe the odd need of a small model or two, he has been put on the sides for now as we continue into a phase that doesn't require our modeller. He should, However, be doing self study to improve his technique and the overall quality of his work.
Our originally composed audio pieces should be arriving this week from our sound producer, a friend of one of our coders. Not sure what it sounds like but I'm really anxious to hear it.
Now for a recap of where Team Overload is currently sitting on the schedule.
We are nearing the end of completion for our game and while we still have somethings left to do, i am confidant that we will complete before our deadline. We are sitting fine on our Art,Modelling,audio and partially our level design and We still have work left to do in our programming department.
Thanks for joining me, Team Overload of FireFlash studio's artist and i'll be back soon with another update on our Progress.
Laters from us at FireFlash
Well, we're getting closer and closer to the end of our project's finishing home stretch and we're looking forward to being able to present it on games night. We still have a little bit to go with our game BUT, we will finish before our time is up.
The art is ever so glamorous and has become a relatively well rounded style that has developed into something that is visually appealing and pleasing to the eye. We've added 2 new ships to the ship selections and i have created textures for them accordingly. The 2 new ships are relatively close in design but are different in the way the were modeled,just like everything else i suppose.
Art wise, there is only small things remaining left to do such as bullet textures and other minor stuff like that.
However, Programming wise, there is still a bit to do and this is where most of the rest of the work lies as we begin to finalize the guts of our game.It's proved to be quite difficult as certain parts of the code just doesn't want to cooperate and the solution keeps eluding our esteemed coders. As i said before, we WILL finish our game before the end and we WILL release something we can be proud of.
Our level designer is busying himself with building more tiles for levels and improving up the existing ones. We have left the layout of the tile to his discretion a patiently await what he thinks of. The layout of the buildings have changed as well. We have decided to remove the building from the center of the game screen, to the sides of the screen so as to "frame" the player within imaginary confines that the player creates them selves, to enhance the fact you should not go off screen.
Our modeller, which is probably pleased with this, has quite literally nothing to do. Except maybe the odd need of a small model or two, he has been put on the sides for now as we continue into a phase that doesn't require our modeller. He should, However, be doing self study to improve his technique and the overall quality of his work.
Our originally composed audio pieces should be arriving this week from our sound producer, a friend of one of our coders. Not sure what it sounds like but I'm really anxious to hear it.
Now for a recap of where Team Overload is currently sitting on the schedule.
We are nearing the end of completion for our game and while we still have somethings left to do, i am confidant that we will complete before our deadline. We are sitting fine on our Art,Modelling,audio and partially our level design and We still have work left to do in our programming department.
Thanks for joining me, Team Overload of FireFlash studio's artist and i'll be back soon with another update on our Progress.
Laters from us at FireFlash
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