Intro
The Goal
Prime Directive
What
you can do to help!
Who's Involved so far
What Game will we make?
A. Weirdo
Zelda with Mario style. Throw in some ideas from Harvest Moon.
B. Side
Scroll Shooter RPG. Mario World style overworld.
C. Axis and
Allies type game with Orcs, Dwarves, Elves, and magic.
Genre
Graphic Style
Theme
Interface
What technology will we use
to make the game?
Source Control System
Intended Game Audience
Maturity Rating
Come up with a Name
Game
Samples
Prime
Directive Explained
Intro
I have wanted to make some cool
games for a long time. I have made 3 of my own games at SparkyLand,
but it's hard to stay motivated when you are working on the game by
yourself. So my new idea is to get as many people involved as
possible. I need artists, musicians, and programmers. You
can help in any little or big way.
The Goal
Get a FUN, working game that we
can all be proud of completed by 12/10/2004.
Prime Directive
-
FUN
- It has to be a fun game. Fun game play is the most important
thing.
-
KISS
- Keep it simple. From design to implementation to Graphics.
-
RAD
- Let's do it fast as possible. (Rapid Application
Development)
-
SMALL
- Keep the file size small for quick downloads. That means
vector graphics and MIDI sound.
-
POPULAR
- We also want the audience to be broad which means : Browser based
and free.
What
you can do to help!
We are currently on step 2-4.
The
first step you need to take if you want to help is to email
me. Tell me which task you want. Then complete the task.
-
Come
up with an idea. Due Jan 31. We voted on choice 'A'.
-
Schedule
the following with due dates:
-
Give
updates to Halip.org throughout
the process.
-
Assign
tasks
-
Design
it thoroughly with the Prime Directive
in mind. Save any enhancements until later.
-
Mock
up complete.
-
Make
enhancements.
-
Alpha
Test.
-
Beta
Test.
Updates:
1/31/2004
- We have chosen game A. There is no name yet. The name is
'Adventure' for now.
You
can play the early version at www.sparkyland.com/adventure.html.
Task
List:
If
you want to take a task, or have a question just email
me. Some tasks can have many people doing it at the same
time. If you would like a coding task, please email
me. I can give you a zip file with all the code.
When you are done with a task, just email
me the MP3, GIF, FLA, AS, etc. file that you were working on.
I'll incorporate it.
|
# |
assigned
to |
description |
type |
status |
|
|
1 |
Taylor
J |
do
some research about different sound formats and Flash. I
know it supports WAV, MP3, and AIFF. Small
very important. So I need to find out a way to play MIDI or
see if
MIDI
can convert into a very small size MP3. We may be able to
play MIDI using the FLASH getURL Command and javascript.
I
was wondering if a midi file (very small) was converted to an mp3
if it would also be very small. The mp3 uses compression, and I
would think that with such simple notes that you have in midi, the
compression would shrink that sucker way down.
It
is complicated wave forms like voice and instruments that are
harder to compress because the data is so intricate. A BEEEP BOOOP
noise should compress down a lot more because of its simple wave
form.
We
need to keep this game very small so it will download quickly. I
would love to have some mp3's with high quality, but I think we
should only have a few of them. Actually, flash can convert from
WAV to MP3. That is the best way to do it to avoid 'pauses' in
looped sound.
|
Music
/ Coding / Research |
Assigned |
|
|
2 |
Taylor
J
Sam
L
+
you? |
Create
MIDI, WAV, and MP3 music. This is a little dependant on task
#1. If you need to get music editing software, may I suggest
www.download.com. I
think we can have several people assigned to this task. |
Music |
Assigned
+ Open |
|
|
3 |
Taylor
J |
Create
some simple sound effects in MP3 files. We are not sure
exactly what we need yet, but this will be a rough start.
Make a 'attack' sound, a 'bump' sound. Make these sounds
too: You die, enemy dies, pick up item, throw item, bomb
explosion. Don't forget making them small. |
Music |
Complete |
|
|
4 |
|
Create
an intro screen mock up. It does not have to be
perfect. It will be changed. Make a Title
screen. Make a button to start a new game or load a
game. For now only the start game will work. Use a
flash command to open the "adventure.swf" file.
Create the intro in a file called adventure_intro.fla. Make
a screen that show a quick description of how to play. Left
right up down arrows and space. |
Flash |
Open |
|
|
5 |
|
Come
up with a name for the game. This may need to be done later
when we have the game is more hashed out. |
Creative
cat. |
Open |
|
|
6 |
|
See
the graphics guidelines. Draw
the hero. I need 2-4 frame animation for each
direction. UP DOWN LEFT RIGHT. You don't have to
animate it, just send me the stills. Create a 1-4 frame
animation for attacking. Create a 1-4 frame animation for
picking up an object. The attacking animation will double as
the throwing animation for now. All images will be the same
size. They will be scaled down for the final vector graphics
version. |
Drawing |
Open |
|
| 7 |
Jess L |
See the graphics
guidelines. Draw the first monster. For simplicity
for now, just make 1 animation. It can be 1-4 frames.
Just one direction. Maybe it will just be a bouncy slime or
something. This monster will have no attack, but if you
touch him, you will get hurt. |
Drawing |
Complete |
|
| 8 |
Taylor
J |
See
the graphics guidelines. Draw
the first weapon. I am thinking
it will be a wand or a sword. A very limited range
weapon. We need UP DOWN LEFT RIGHT versions of it. Or
if you prefer, you can make one image that we will rotate in
Flash. We could have 1 picture or a 1-2 frame animation. |
Drawing |
Complete |
|
| 9 |
|
See
the graphics guidelines. Draw a
rock. No animation.
Just a barrier in the game. |
Drawing |
Open |
|
| 10 |
|
See
the graphics guidelines. Draw a
tree. No animation.
Just a barrier in the game. |
Drawing |
Open |
|
| 11 |
Jess L |
Implement
hit tests and hit points. The first monster will have 1 hit
point. The hero will start with 6 hit points. The
weapon and the monster will have 1 damage. Show hit points
on the screen. Remove characters when they die. |
Coding |
Complete |
|
| 12 |
|
Put the trees and rocks
on the screen. When the hero bumps into them, stop the
motion, play the bump sound effect. |
Coding |
Open |
|
| 13 |
Jess L |
When the hero walks off
the screen, load up the next screen. |
Coding |
Complete |
|
| 14 |
|
See
the graphics guidelines. Draw a
weird frog. 1-3 frame
animation. I think he will be really big like Jabba the Hutt
and he will stay still. He may be in the a town or in an
area by himself. |
Drawing |
Open |
|
| 15 |
|
Disable arrow keys and
space when the hero attack animation is taking place. Enable
the keys when the animation is complete. The hero will not
move when he attacks, although he will animate. |
Coding |
Open |
|
| 16 |
|
See
the graphics guidelines. Draw a
ghost. 1-3 frame
animation. One of the animations will be blank causing the
ghost to flicker. The rest of the frames will have a
transparency so you can see through. |
Drawing |
Open |
|
| 17 |
Jess L |
When the hero gets hit,
make him invincible for a short time. Make the setFlicker
function better. Maybe we can change the hero image's color
rapidly. |
Coding |
Assigned |
|
| 18 |
Jess L |
Code the hero so that he
will have a different animation depending on which direction he is
facing (up, down, left, right), walking, or attacking. |
Coding |
Assigned |
|
| 19 |
|
Take some of the sound
effects that were made in step 3 and play them at certain times in
the game. |
Coding |
Open |
|
| 20 |
|
See
the graphics guidelines. Draw
the second weapon. We need UP DOWN LEFT RIGHT versions of it. Or
if you prefer, you can make one image that we will rotate in
Flash. We could have 1 picture or a 1-3 frame animation. |
Drawing |
Open |
|
| 21 |
|
Use the FSCOMMAND to
play MIDI music in the game. |
Coding |
Open |
|
| 22 |
Jess L |
Implement a layer
manager. Right now the layers are all weird. Like the
HP display is a layer under some of the blocks, wand is under the
block. |
Coding |
Assigned |
|
| 23 |
|
See
the graphics guidelines. Draw a
house. It will go in the town. |
Drawing |
Open |
|
| 24 |
|
See
the graphics guidelines. Draw a
Yezmo. He is a little old man that can turn into a
dragon. He is in the heaven screen and he brings you back to
life. |
Drawing |
Open |
|
| |
|
|
|
|
|
| |
|
|
|
|
|
| |
|
|
|
|
|
Who's Involved so far
If you need to email the group,
just select all the names below and copy. Then paste into your
email "TO" field.
Jess Lilly [spartique@hotmail.com]
Todd Slager [todd@onefourfive.com]
Heath McAllister [borealheath@yahoo.com]
Taylor Johnson [taylorjohnson7@yahoo.com]
Sam Lilly [whammywonderpants@hotmail.com]
Steve DeRuiter [steven.deruiter@innofchicago.com]
Mark Johnson [mark@onefourfive.com]
What Game will we make?
I'm open to suggestions.
I'll work on a most any game as long as it draws people who want to help
make it. The game will have to be limited in scope and adhere to
the Prime Directive. I am leaning
towards Choice A right now. Please email me with your choice or
send me a completely new idea.
A. Weirdo
Zelda with Mario style. Throw in some ideas from Harvest Moon.
When I say Mario style, I mean
kind of cute/comic style graphics and weird stuff like coins, flowers,
mushrooms, and throwing turtle shells. Static world maps like NES
Zelda. When you move off the screen, you go to another piece of
the world map. (Not scrolling) You are a bunny or a dragon
or a princess. Haven't made up my mind yet. Maybe you get to
choose. You have a ray gun and you can use it to turn monsters
into flowers. Then you can pick up the flowers and add them to
your back pack. Once you defeat say 100 of these monsters.
Then you get to BECOME the monster and go into their lair. In the
lair, you battle the boss. Once he's defeated, the land is free of
that type of monster. You can go to town and give the flowers to
people, or you can collect them and do something. There would be
character building, and buying new weapons and stuff of course.
(Heath M): Some monsters turn
into grass. Once you get 50 grass, weeds you can make a whip! Whip
will be a weapon. You can also get a hook and turn it into a
grappling hook. The grappling hook opens up yet un-reachable
terrain. Profoundly majestic backgrounds and epic music like Rygar.
Build your own tools by combining items. Day and night.
Ancient world theme. Japanimation or Zelda graphic style.
Keyboard input.
(Taylor J): Add Craziness!
I think what Taylor means is, funny weird stuff. I hate to speak
for you man.
(Steve D): Funny looking frog.
Beefo and Afty should show up somewhere
(Mark J): Can we have some mini
games in it? like maybe do a side scrolling bit, stuck on a river raft
or something, dodge rocks, throw stuff....maybe you have to do that to
get into the water monsters dungeon or something. or maybe we could have
a little mini game at the beginning of each dungeon. or is that making
it to complex?
(Jess L): I think we need
to make a game that has a save feature. I don't want this to be
some simple little game that you play for 10 minutes and then you are
bored with it.
(Jess L): I
just had an idea too. We can make a ‘reject village’ in the
game. There are weird people and things that live there. Any
graphics that we decide as a group are not ‘cool’ for the game can
go in the reject village. Won’t that be awesome? We could
have some funny ‘buggy’ behaving people in there.
(Heath
M): I vote for wierdo video game land which has different
dungeons or levels be themed differently. So the body of the game would
be wakko, but the apendages of the game would be distinctly flavored.
(Jess
L ) : tar pits that you get stuck in. hit a button 10 times to get
out. Monster that jumps around the screen everywhere.
confusion! All your buttons go different directions.
Monsters that disappear and reappear. clouds.
(Jess
L): KAYKOR! BUGLE! Underground mine with dwarves and an item
shop. The mine has 2 exits and it can help you get somewhere else
faster. Elfish tree house level. Cloud level. Rescue a
gnome and then you get to use a gnome as a weapon. He moves around
when you do but slower.
(Jess
L): Genie named Sulliman the Magnificent who gives you a magic
carpet. It enables you to float in any direction over most enemies
and drop down on them. Then you pick them up, walk around and
throw them at other enemies. Another weapon is the remote detonation
bomb. Hit space to set it down and then let go to detonate it.
B. Side
Scroll Shooter RPG. Mario World style overworld.
By Mario World overworld, I
mean the first Mario for SNES. (Or Mario 3) You move around
the world and zoom in on the dots to get to the levels. Once you
clear a level, more levels open up. The only thing is that you are
a space ship, not Mario. You go through typical side scroller
battles (Like R-Type, Gradius, UN Squadron... there are so many).
You get points and upgrade your ship. You collect different ships.
C. Axis and
Allies type game with Orcs, Dwarves, Elves, and magic.
What else do I have to
say? If you don't know AA, then I'll describe it for you.
It's like RISK. It's a board game where you take turns. There's a
big world map with all the countries. On your turn, you use your
money to buy different types of armies. You make attacks, then you
move any remaining armies. Then you collect your money. Then
the next player takes a turn. I don't want to make it
multiplayer. At least not right away. I'm thinking there
would be castles, and catapults, and magic nodes.
Genre
There are several genres to
choose from. These are the types that I would prefer.
-
RPG
- Final Fantasy
-
Turn
Based Strategy - Civilization, RISK
-
Simulation
- Sim City
-
Action
adventure - Zelda. See choice A for more
info.
-
action
side scroller - Mario
-
shooter
side scroller - Gradius
-
puzzle
game - Tetris, Dr. Mario
Graphic Style
My biggest requirement is that
there is one graphic style so the look is homogenous. Here are the
graphic style requirements.
-
Light
source from the upper left. Shadows on the lower right.
Please make shadows that extend off the figure to the lower
right. It will give a sense of depth.
-
Black
lines around all the figures for a cartoony look.
-
Make
the file big so we don't lose resolution.
-
Save
as a gif, jpeg, or fla flash file. I just don't want bmp's
because they will fill up my email inbox. The file will most
likely be converted to a fla file for the game. That's why
it's important to make the image a large size like 400 x 400
pixels. I will shrink it down. The large the image is,
the better it will convert into vector graphics. (Vector
graphics are small file size).
If you have questions about this, then email
me.
-
Programs
to use. Use whatever you want! If you have windows, you
can always use paint. Adobe Photoshop, or and other program
that you can save as a gif or jpeg. Idally, you will use flash
to draw vector graphics.
-
Keep
in mind that flash can do animations very easily, so you can send
multiple images and I will make it into an animation in the game.
-
You
do not have to send reversed images. What I mean is that if
the animation for waling left is the same for walking right except
flipped, you don't need to flip it. I can do that.
-
Cartoon
- HomeStar
-
Cartoon
- Calvin and Hobbes
-
Cartoon
- Mario
-
Video
Game Style - Mario
-
Futury
- start trek, wing commander
-
Geometric
-
Japanimation
Theme
I guess I'm looking for a place
and time for the game.
-
Medieval
Europe
-
Fantasy
-
Spacey
Future
-
Ancient
past
-
Magic
Fantasy
-
Historical
-
Star
Wars
-
Just
weirdo video game land.
Interface
Mouse or keyboard? Both?
What technology will we use
to make the game?
I am thinking Flash for many
reasons. I'll list a few.
People have access to it.
(Like Taylor and Mark and Todd)
It is well documented.
Large user base
Small download files
Code will be fast enough if we
KISS
Not as complicated as some
other programming languages.
Source Control System
Let's not use one. I
think I'll be the Source Controller. I'll have all the files
available to download, and You can email me changes. I will incorporate
them.
We will have only 1 fla file,
so it will be important for me to sync up changes often. Also, we
will be using external ActionScript files with an ".as"
extension. They will be included into the master fla file with
#include directives. All files will be stored on the web server
for download and for back up purposes.
Intended Game Audience
It depends on what game we
choose. That's a big reason why I prefer the Mario style games
because then females will like to play them more. It's more
"all ages" too.
Maturity Rating
I'd like to keep it
clean. G or PG.
Come up with a Name
Depends on the game we choose.
Game
Samples
Go here to see flash games and
get ideas.
www.flashkit.com
- Check out some movies for inspiration. (Todd Slager)
www.macromedia.com
- Makers of Flash.
www.orisinal.com
- A lot of great small games. Very good quality.
www.kirupa.com
- Some help learning flash.
www.homestarrunner.com
- We would do well to emulate them.
http://www.lego.com/eng/play/games/backlot/prompt.asp?bhcp=1
- Lego 3D game. (Todd S)
ActionScript
Dictionary - Complete reference for the Flash programming language.
http://www.junglewalk.com/frames.asp
- sounds.
Prime
Directive Explained
-
FUN.
This is the most important. It has to be fun. Fun at the
expense of realism, good graphics, 3D rendered polygons with
textured fills, complexity, etc. You know what I mean.
Some old 16-bit Nintendo games are more fun than today's 3D
games. For this reason and more, we will be sticking to 2D
style games. That's not to say we can't have 3D style
graphics, but the game itself will not be 3D.
-
KISS.
Keep It Simple Stupid. Anything that we put in the game should
be easy to design and implement. There will be no bells and
whistles added until we get to the enhancement phase. I'm
pretty serious about this. For example, why spend so much
extra time and add programming complexity making a 3D world or even
a scrolling 2D world, when you can have a static 2D world. A
good example of a FUN game with a static 2D world is the original
Zelda for 16-bit Nintendo. The background does not move.
You move over the background. Not only is that easier, but
faster too. I could go on.
-
RAD.
Speed is important. I want to get a playable mock up going as
soon as possible to see if the game is actually FUN. RAD is
Rapid Application Development. The goal is to get a working
application as soon as possible and make enhancements to it later as
needed. To help speed things along, "Bad coding is
acceptable". I mean that from the bottom of my
heart. Too long have I coded and recoded portions of an game
to make it "better" in my eyes without changing the game
functionality in any way. FUN functionality is way more
important than good code. I will draw a line though.
When we can, we will avoid duplicate code by using functions.
We will avoid hard code and magic numbers by putting all the hard
code in few files. Hey, if the game turns out to be any good,
it can be redesigned with good code for the sequel.
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