Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*
24 January 2009 | by chau | 1 Comment

Sorry, No rough sketches of the concept this week.
But we do have the fleshed out final version of a HUD mock-up. The HUD is relatively minimalistic as to not take away from the ambiance of the gameplay. The main cube takes up a majority of the level. With icons indicating that all the connections are active. The connections include WiiMote, BlueTooth, and Network Connections. The bottom left shows an indicator for what side of the cube you are looking at. As well as a flashing indicator for major actions performed on the other sides. So as a concept this is the HUD and it continues the theme of our game in minimalism.

This is a quick Layout of the HUD Screen.

This is a quick Layout of the HUD Screen.

[Read more →]


23 January 2009 | by nick | No Comments Yet

Here I’m going to explain my level so far with the actual level layout I’ve written up in a document, and I also decided to include some of the notes that I did on paper. You may not be able to read them, but somehow I can decipher it in to the level’s inner-workings. The level document contains the first 2 sequences of events that are to take place in the level. The 3rd (final) sequence is still in the works, but I plan on having it finished by next week’s meeting (Thursday).

The Fourmation - Level Design Last updated 1/22/09

4 sides
Forest
Desert
Urban (Street)
Cave/Castle/Dungeon (pending)

4 essential items start on each side
axe
shovel
bomb
crank

-each item will be essential to a different side after the first side’s initial use

all sides are linked by river
-the river flows in one direction
-can be used as transportation with boat
-can be dammed to stop flow

[Read more →]


23 January 2009 | by Jared | No Comments Yet

Jared

We had a great meeting this past Thursday.  Our LED goggles finally came in and we shot a lot of footage for an IR LED replacement tutorial.  I’ll post up the video as soon as it’s edited.  We also spent a lot of time talking about everyone’s individual endeavors, problems they had, and how we will overcome them.  The Gantt Chart (linked at the bottom of this post) shows that the work ahead is well dispersed among the team members.

This week I spent some redesigning the website, creating a Fourmation logo symbol, and updating our color scheme.  I also transferred all of our Gantt Chart milestones into a Google Calendar that automatically updates and displays in the sidebar.  Other than that, I mainly spent time thinking of concepts for the game.  I made a couple sketches (I’m going to transfer them to vector before I upload, terrible sketcher) of possible 3D models that we will have to build, and developed ideas for the menu concept.  I did not spend a lot of time coding this week, but that is my main concern for next week.  We are going to hold another meeting this Monday for just the main programmers on the team to test our IR goggles and learn how to interface with Papervision 3D objects in Flash.  I can’t wait to see what we will be able to accomplish with head tracking.

[Read more →]


22 January 2009 | by Todd | 1 Comment


20 January 2009 | by Jared | 1 Comment

I spent some time redesigning this site over the past couple days. When more assets are produced for the project we will incorporate them into the design. I also created a Google Calendar sync in the sidebar. Soon, all of our Gantt Chart milestones will be ported into Google Calendar, which will then become viewable right here.


17 January 2009 | by Jared | 1 Comment

Some inspiration for our game level design:

This is a design by Chad Pugh who I found through researching one of my favorite sites, Vimeo.

We are definitely going to keep this design in mind when working on Fourmation.  I really like the idea of possibly having our game level cube floating in space.


17 January 2009 | by Jared | No Comments Yet

Jared

This past week I spent a lot of time getting to know Papervision3D and everything that it is capable of.  One of the most interesting things that it can do is parse Collada XML files that read in 3D models.  The models can be made in Maya and 3D Studio Max, among other applications, and are saved as .dae or .md2 files.  The Collada XML files hold all of the textures and separate animations which can then be controlled through some AS3 code.  We are going to list some advantages/disadvantages to using this method and figure out if it will be necessary for our project.

We finished our Gantt Chart at the meeting Thursday and it scares me.  There is a link to it at the bottom of this post.

Over the next week I plan on doing some more heavy testing with Papervision3D, wiiFlash, and Air.  I’m also going to incorporate our updated Gantt Chart into a group Google Calendar so everyone can easily read our milestones.  The other big thing I plan on doing this week is a website redesign, with a new color palette and Fourmationy feel.

Chau

This week I created the “site map” for the initial menu page. It contains a general outline of what pages will need to interact within each other and an overall sense of HCI applicable navigation. I also have created concepts of a possible menu style and roughly fleshed it out in illustrator. Finally, I familiarized myself with a few of the technologies we will be using in our game such as AS3 and PaperVision. Although my trials with Papervision were overall not to my ideal standard they were a learning process.

Next week I plan on doing more layouts as well as prototype the navigation, design icons, and start developing HUD and in-game menus. Also, I plan on further experimenting with Papervision as we will be doing some heavy coding within the system.

The team has been working together like a well oiled machine and everyone is doing their part.

Todd

My first goal was to familiarize myself with Papervision 3D. Through several tutorials and example projects I created a 3D cube that interacts with the mouse.

I also set out to experiment with the HUD layout and color schemes. I based the design on our cube game, having most of the clickable assets cubes. The whole concept is exploiting 3D with flash so the atmosphere itself has depth as well as the objects in the scene.

http://thefourmation.com/2009/01/22/hud-concept/

I eventually settled on a pale blue to off-white palette. As shown above. The next steps will include working with Chau to integrate his site map with my concept assets.

Kyle

Over the past week I’ve been testing out WiiFlash and Papervision 3D. I have been trying to get the Wiimote to directly interact with a Papervision cube. I have successfully managed to control a Papervision cube’s rotation with the D-pad on the Wiimote (the example Jared posted below to be exact.) I have also been messing around with the head tracking aspect of the game, and have gotten the Wiimote IR sensor working on a small scale. I got it to track where it is pointing. This is going to be one of the most important parts of the game, so I am trying to familiarize myself with WiiFlash as much as I can early on.

During our meeting on Thursday me and Deimler started some level concepts and the basic design of each level. We decided on 4 different themes; forest, desert, dungeon/cave, and city (subject to change.) Connecting all four sides will be a river which will play an important part in the overall flow of the game (see what i did there?) We decided that there will be 3 basic puzzle types for each side. One they can solve by themselves, one that requires someone else to help you, and one that requires an item. For the items we were thinking simple things like an axe, bomb, crank, and shovel.

Over the next week I plan to continue working with Wiimote connectivity, and hopefully reverse engineer the IR tracking so we can use it for head tracking. When we meet again on Thursday Deimler and I will continue working on level concepts. At some point we need to make a hierarchy of events that has all possible cause and effects…it’s going to suck.

Nick (aka Deimler)

Ok, so here is my post. I have been learning the ways of Adobe Air and so far have made a few applications with Flash and Air. The reason our team needs to use Air is because the user will need to albe to run this from the desktop as an Application, which Air is best suited to do so. Adobe’s website offers a bunch of tutorials that helped me get started. I explored simply how to make the application show text, how to manipulate window size, and a few other odds and ends. The approximate time I spent doing this is 2.5 hours.

Here are the 2 programs I downloaded and played with. One program showed how to make menu items that interact with windows. The other program shows how you can make an application a priority window by having it stay on top of the screen as well as allowing the user to resize and interact with the window.

http://www.nickdeimler.com/senior project/AIRMenusFlash.zip

http://www.nickdeimler.com/senior project/PixelPerfect.zip

As Kyle stated, we also started to flesh out ideas for the level we’re going to create. I would really like to have this completed by next week so we can start building assets. We are trying to make sure that the level will really utilize the 3D head tracking that we’re producing as well as incorporating teamwork in the game. I have come to realize that thinking of a puzzle-esque/problem solving style game is much more difficult than I thought.

Updated Gantt Chart

Week 1 Hours

Jared 12
Chau 10
Nick 7
Kyle 8
Todd 8


15 January 2009 | by chau | No Comments Yet
Concept Menu

Concept Menu

Rough Concept of First and Second Level Menu transition for possible menu style 1.


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