Sunday, 11 March 2012
Minutes: March 8, 2012 Meeting
-better communication on the last Friday
-having coins appear at random to get more chronite
-coins increase in value the longer they are on the screen
-creeps drop bomb sometimes, tap bomb to diffuse it otherwise it blows up towers around it
-chance a creep will drop something: chronite or <insert crazy name> bomb here
-bomb destroys one surrounding tower
->makes space unbuildable?
->set amount of time before you can build on it again
-map design
->blocked tiles
-tower types
-upgrades
-sell towers
-bridge from one tile to another
-ART WORK
-Global Spells
-slow
-nuke
-rapid fire clicking
-speed up tower fire rate
-Tower power-ups:
Damage
/
AOE1 - Effect (slow)
/
Starter - SF1 - Fire Rate
\ \ Range
AA1 - Damage
Minutes: March 6, 2012 Meeting
-level design -> can't place towers EVERYWHERE on screen
-maybe change the portal after a certain amount of time
-something where the user will have to do something more creative
-this will bring the game up farther than others
-art needed
-additional game mechanic in terms of tower creation*** <- super important
-maybe a creep that makes certain spots unbuildable and destroys towers as it walks
-time to build a tower?
-makes towers that are stronger take more resources and take more time to upgrade
-different tower types
-describe tower types
-put some tiles where creeps can more faster/slower in
-need to be able to keep user attracted to game for a while, not just a short period
-balance the game to make things challenging
-slow creeps down, make them harder to kill
-instead of killing creeps to get chronite, have some other way of getting resources
->force them to do something else to get resources
->resource collection should be part of the user's jobs
->maybe creeps drop chronite and you need to click on it
->if you don't touch the chronite in time, another creep can pick it up and get stronger. And after that if you kill that one you get even more chronite (it's a risk!)
-don't shoot down ideas when brainstorming
-after the brain storm is over, discuss the usefulness of ideas
-need to balance out the game flow
-after Beta release, you can't change things unless they are in the design doc
-river!
-waterfall!
-currents!
-canoe! (portage)
Tuesday, 28 February 2012
Minutes: February 28, 2012 Meeting
-make alpha fun somehow
-just mechanics is not quite enough
-mechanics should work together to be fun
-example: you run out of resources, so you can't keep building towers
-challenge is needed
-1 creep type and 1 tower type is okay
-should be able to play the game for 5 minutes and have fun
-game shouldn't be totally difficult from the get-go
-if the game is easy, it doesn't mean it's fun
-user should get rewarded after achieving something
-not just an interactive demo; this is an actual game
-put text at the beginning just to establish the story a little
-put instructions in there on how to play as well (before the game starts)
To deliver:
-executable file
-have demo ready for Tuesday
In-Class Presentation:
-spend maybe 1 minute talking about hardships you faced and what the game is
-spend the next 3 minutes playing it and showing the game being played
IDEA TO ADD CHALLENGE:
-"research" for better technology (like WarCraft, StarCraft)
-then you can build newer and better towers
FUN:
Shailen:
-play Plants vs Zombies and look why that's fun
-make tower building and resources scarce
-tower building and resource limits
ROB*-multiple creeps on screen
BRANDON*-flying creeps
ROB*-balance for wave spawning (more challenge as game goes on)
-tower destruction? (temporary)
-high risk
KEVIN*-tower upgrades
CARMINE*-click tower and press upgrade (sideHUD)
CARMINE*-make sprites for tower buttons
AARON*-creeps walk around towers (creep pathing on tower creation)
KEVIN*-global spells
-time slow
-select quantum nebulator
*-Quantum Nebulator charge is decremented when creep collides
-start at 100, decrement by 5 for each creep
CARMINE*-test
SAM*-high scores
-number of waves survived
CARMINE*-better sprites
-special tiles
-acheivements
SAM*-game intro
NOT FUN:
BRANDON*-design document
AARON*-cable to show game (or some other method)
AARON-reduce zoom
Monday, 27 February 2012
Agile development risks
Agile Development: Towers, creeps, and many beeps
Sunday, 26 February 2012
Agile vs. Sturdy Development
Agile refers to a strategy of using short development cycles and continuous feedback from stakeholders to improve upon future iterations. Developers will design, write, and test code in a small amount of time (compared to Sturdy development) and then identify any issues before repeating the process and improving on the previous cycle.
What is Sturdy Development?
Sturdy refers to the practice of identifying project requirements and creating an elaborate design plan prior to any development. A significant amount of effort is put into this plan to define clear requirements and avoid future changes which can be costly. Sturdy development projects usually have static requirements that do not change much. Developers follow the plan as best they can, and when changes to the requirements need to be made, the design plan needs to be reevaluated and updated with the developers new time and cost estimates.
How they differ
Agile is usually used when project requirements are dynamic and constantly changing. Sturdy favours static requirements.
Smaller teams tend to use Agile because it's easier to communicate with one another and get feedback. In larger teams, where communication can be infrequent, a shared and detailed design plan can set requirements in stone and preempt any changes that might need to be addressed.
Both methods use design plans, but Agile users spend less time trying to get it right the first time, and instead, update it over time. Sturdy users spend more initial effort on the plan to avoid future changes.
Minutes: February 16, 2012 Meeting
-sand
-lava
-grass?
Survival:
-wide open
-plain map
-should be a decent size
-monsters get more health
-quanity of creeps increases as game progresses
-edge of map is usable but has visual cue to indicate that it is the edge
Battle/Build:
-beginning build phase
-then battle happens when indicated
-waves keep coming
-can keep building while game is going on
Creeps:
-creeps that destroy towers on destruction? -nice to have
-explosion could not destroy towers but instead down-grade tower
-creeps that can accelerate when there is a straight away? -nice to have
HUD:
-semi-translucent on top
-when laying tower, side HUD comes up (also semi-translucent)
-when selecting Quantum Nebulator, side HUD comes up (also semi-translucent)
Overall note:
-when adding features, ask yourself whether it’s making the game fun
Next meeting: Starbucks @ Cambie & Broadway
Tuesday, February 21
Core creep types:
- fast, low hp
- flying
- heavy armour and slow
- normal/basic
- boss editions of each
Minutes: February 14th 2012 Meeting
-Saturday: 12pm to 10pm
Global spells:
-click on Quantum Nebulator to use spells?
-one menu comes up for global spells
-spell ideas?
Tasks:
-User preferences and settings (persisting/loading)
-Instructions written down
-Place holder art
-make sure the images are sized using bases of 2 (e.g. 32 by 32)
-High scores (setting and saving)
-In game HUD (Heads Up Display): top
-In game HUD (Heads Up Display): side
-Tower AI
-sound effects (basic sounds)
-assessment of what sound effects are required
-cut scenes in between levels (text and images)
-assessment of what is needed (storyboard/script)
-use design specification to write script
-on collision particle effects
-collision implemenation
-radial attack (affects all creeps)
-"bullet" and creep interaction
-SPRITES
-resource management (how to spend and get resources to spend on towers)
-build phase
-battle phase
-global spells
-what are they?
-design doc maintenance
-keeping N Sync with what's going on
-quantum nebulator
-level controller/creep controller
Beta:
-random portals on map
Feeback from Shailen:
-Google docs isn't very good looking -> next time use Word
-Design Spec: 15/15
-can creeps move through diagonal spaces?
-We say no. It's 4 directional movement
-cut scenes are not important (only if you have time)
-having levels is more important than having cut scenes
-Project Plan: 10/10
-hours are unevenly distributed
-more hours will happen towards the end of the semester
-Concept Demo: 8/10
-nicely done, but should include all game mechanics of game
-more explanation was necessary
-lots of game mechanics were not present
-Implementation Plan: 15/15
-nice job
-everyone had tasks and was broken well done
-Formatting: 8/10
-was good, but could have been better
-some unecessary things
-Readability: 15/15
-nice
Shailen:
-never write something unless you have to
-reuse code if you can
-never write collision detection
Risks Associated With Agile Development
One of the first risks one might think of is the risk of changing a project too much after the design phase. An agile approach allows programmers to go back to previous stages and rethink what they are programming. But taken to an extreme, a programmer might conceivably write a program and realize half way through that there is a better design. The risk here is if the programmer redesigns the software completely and then starts implementing it again. Furthermore, there is no guarantee that the second time through won't shed light on an even better design for the program. Thus the software developer could be stuck in a cycle of redesigning.
A second risk is the strategy of "ready, fire, aim" that becomes tempting when using an agile model. A software developer may just begin coding with no design and then make a design based on what they have coded later. While this certainly could work for some people and in some situations, generally it is a smart idea to make at least a bit of a plan before coding (especially in large software projects).
A third risk of agile development is the lack of a clear authority in decision making. If there is a dispute in the team about how something should be designed, tested, or implemented, a lot of time could be wasted talking about what should be done instead of just doing it. This is contrary to a sturdy method where developers simply need to follow instructions from a central authority that tells them what to do and when.
Agile versus Sturdy Methodology in Game Development
How our team is using Agile methods
Tuesday, 7 February 2012
Minutes: February 7, 2012 Meeting
Sunday, 5 February 2012
Git and GitHub: Introduction, setup, and our workflow
Friday, 3 February 2012
Major Deliverable Level 2 Complete!
The Design Specifications can be found here and the Project Plan is over here. Carmine's concept demo can be downloaded here (Change the file extension from .cpsc to .exe and run it).
Here are some teasers:
Storyboard 1 by Aaron

Concept Art by Kevin

Screenshot of the Concept Demo made by Carmine

Game Mockup made by Sam
Friday, 27 January 2012
Super Smash Bros. Melee - Mechanics, Dynamics, and the overall system
One of the games that I spent a considerable amount of time playing back in the day was Super Smash Bros. Melee. This was the sequel to the original Super Smash Bros. game for Nintendo 64 (made for the Nintendo Gamecube).Bubble Tanks Tower Defence - Gameplay Mechanics
Defense of the Ancients Gameplay Analysis
A quick, top down, general description of the game would describe it as a tug-o-war style game between two sides with equal amount of players on each side. The goal is to conquer
the other team by successfully destroying the main artifact (structure). Each player controls a hero selected at the start of the match. During the course of the match, the hero gains gold and experience to enhance their heroes with items and leveling up skills.At every multiple of 30 seconds since the start of the match, monsters - known as "creep" - spawns from the base of each side. These "creep" cannot be controlled by the players directly, and will attack (rather unintelligently) in a direction in each of the three distinct paths (commonly referred to as "top lane", "middle lane", and "bottom lane").
Killing enemy creep will result in experience and gold for the hero. It is also worth noting that gold will only be awarded to the hero if and only if the hero is the true killer of the creep by executing what is known as the "last hit" on the creep.
The goal of the game is to earn gold to buy items which grants different attributes and abilities, and experience in order to defeat the enemy team. Killing enemy heroes will result in more gold bounty than killing creep, and also result in much more experience depending on level of the hero killed.
In the most general sense, the goal of the game is quite simple. However, the level of mechanics involved in this game is far too complex to comprehensively describe in this blog post.
Mechanics
To start off, I will be discussing some of the main mechanical details of the game.
Hero Attributes
Each hero has three different values for attributes: Strength, Agility, and Intelligence. A hero also has a primary attribute, allowing the hero to gain 1 point of damage per attribute value. Each attribute also corresponds to different statuses of the hero: Strength to Max HP and HP regeneration, Agility to Attack Speed and Armor, Intelligence to Max Mana and Mana regeneration. Other attributes include Movement Speed and Attack Range.
Controlling Your Hero

In order to control your hero in a DotA game, the interface, keys, and controls are similar, if not equal to a typical Real-Time Strategy game. You select your hero, move with right click and have commands such as Attack, Move, Stop, Hold Position, as well as other skills.
Hero control is crucial in playing the game well, and plays a large role in survival, acquiring "last hits" on creep, and timing.
Purchasing Items
Each hero is able to purchase items from the shop at their base. Each items have unique abilities and grant the hero different attribute bonuses, special effects, or even skills. Generally more powerful items require much more gold to purchase, which is why it is important to gain plenty of gold.
Using Skills
Skills are unique to each hero, and each skill can be either "Active" or "Passive", with the difference being Active skills require user input to function, while Passive skills are always in effect once leveled. Most Active skills require Mana to cast and have different cool downs (periods of which the skill cannot be recasted).
Dynamics and Metagame
DotA gameplay is complex due to the the level of metagame required to be understood before graduating from the "novice" level of play.
Multiplayer
DotA is a multiplayer 5v5 game, requiring 10 players to play. As a result, in order for a decent match to be played no player should leave the game. The skill level of each player should be equal to ensure a fair game. Due to the competitive nature of the game, flaming other players, insults, and rants are often rampant across the DotA community. Hence, DotA is dubbed as one of the most hostile environments for novice players, and a breeding ground for bad mannered players.
Popular Mechanics for Kids

Tactics Arena Online is an online, 2-player, turn-based strategy game that is like an animated version of chess. Each player controls up to 10 units and uses their abilities to try and kill the other player's units. There is a single game map which is tile-based and square-like in shape. Players can choose how to arrange their units on the map, and which units to use via their game settings before battling other players. These arrangements can easily determine the winner of a match, so players usually put some thought into the placement of their units. Defensive players often place their units close together and by a corner of the map in a tight group, whereas offensive players might place their units aggressively in the middle of the map closing the distance between themselves and the enemy player. Players can also choose a colour scheme for their units to distinguish between themselves and other players' units.
Choosing which units to use is also an important part of the game strategy. Even though there is a limit of 10 units per player in a game, each player is initially given 12 units of 9 distinct types to choose between. Additionally, paying game subscribers have access to 9 more unique units (Say that 5 times really fast). Each unit has different attributes, abilities, and frequency of use. For example, a Knight has high defence increasing its chance to block physical attacks, and it also has high power inflicting strong attacks upon enemies. A Knight also has a high frequency of use meaning that once you perform an action with it, you only have to wait 1 turn before using it again. Typically, strong units have a low frequency of use and you have to wait several turns before using them again making it important to use them wisely.

Players enter a battle by selecting an empty arena from the game lobby and waiting for another player to join them to start the match. A randomly selected player is chosen to move first and they select a unit to move or attack. A typical move involves moving a unit to a position of attack, attacking an enemy unit, positioning the unit defensively, and then ending that player's turn. This repeats back and forth until one player defeats all the units of an enemy or if a player surrenders and leaves. Each player is given a time limit of 1-2 minutes to perform their turn otherwise they are forced to pass.
The high structure and clearly defined rules of the game make it easy to play and learn after a few matches. The game itself is fairly static, but the gameplay is dynamic in the sense that no 2 matches are the same. You cannot predict how your opponent will move, so players learn to think critically and create strategies to outmaneuver their enemies. Also, each player has their own ranking. Win a match and your ranking increases; lose and it goes down. Leaderboards with the highest ranked players are displayed on the game's website encouraging players to keep playing for bragging rights. So what are you waiting for? Go and play TAO!
Castlevania: Dracula X Gameplay
EDIT: The preceding blog entry was necessarily brief and did not delve into detail that would do the game justice.
Wednesday, 25 January 2012
Assassin Creed BrotherHood Gameplay
Desmond Miles lies on Animus which allows him to explore and experience the memory about his ancestor Ezio/Altaïr kept in his DNA. The synchronization level of Animus and Desmond only allows him to explore small portions of his DNA. Through exploring these DNA, Desmond increases his synchronization level allows him to access more memory.
The gameplay switches between present and past but focuses mainly on the past. When the game enters a sequence of the past, the interface changes; there are weapons selection (on the bottom left of the screen), Enzo’s health and armor indicator, and your wanted level. The user controls Ezio who is an Assassin. The game uses a mission structure to follow the main story, where Enzio is assigned missions. The user can choose to accept or decline this mission. However, users can only accept missions that are critical to the story line. There is a large variety of missions, from assassinating public figures, stealth missions, recruiters people to join the Assassin organization, eliminating Borgia authority by killing the Borgia captains, to buying stores to improve the society/city.
The game uses active and passive modes. Actives modes allows the user to free-run, climb, and assassinate. However, these high-profile actions will increase your wanted levels and catch the guard’s attention. Passive modes allows users to blend into the crowd and pickpocket. If a guard sees you, there is a green indicator that display the guard’s level of suspicion of you. The guard notifies and attempts to murder you when the indicator turns red. The user can either eliminate all of the guards, or hide in spots like well and haystacks. However, there are guards that specifically check the haystacks. If the guards do spot Enzo hiding in the haystack, the guards will immediately attempts to convict you.
Performing actions that is against’s the Assassin’s policy will indicate a warning, a repetition of these actions will result in breaking the synchronization. There are also certain parts of the map that Ezio cant accessed. A brute force of accessing will also result in breaking the synchronization. When Ezio’s health indicator reaches zero, the synchronization also breaks. Breaking the synchronization will reset the uesr’s last checkpoint.
Friday, 20 January 2012
Major Deliverable Level 1 Complete!
Check out our game pitch video below (kudos to Carmine and his awesome video editing skills)
And we also have a shiny new logo!
Sunday, 15 January 2012
Setting up Android Dev Environment in Eclipse
- Apple iMac OSX Leopard (10.5.8)
- The process should be similar for any OS
- Eclipse Indigo (3.7)
- The following instructions may work with older versions, but I'll be using Indigo
- http://eclipse.org/downloads/ (the 'Classic' version should be fine)
Tuesday, 10 January 2012
Carmine's Opinion on Video Game Worlds
Monday, 9 January 2012
A Nostalgic Game

Sunday, 8 January 2012
Rob's Fave Games
NHL - EA Sports
EA's NHL series was the first video game I really became obsessed with. It started with NHL '95 on the Sega Genesis. Looking back, the graphics were atrocious, but at the time it was hard to imagine wanting anything more. I think that the entertainment value of this game comes from the competitiveness it brings out in people. It's about getting together with your friends, picking your favorite teams, and trying to beat the crap out of each other. The internet makes it even easier to connect and challenge others now. I regularly play (and beat) my brother who lives in Winnipeg, and it's simple to connect with strangers at your skill level who live across the world.Civilization - MicroProse:
Civilization is the most addicting game I have ever played. It has amazing ability to suck me in and not let me out, no matter how much I want to quit. For me, the game is about validating my thoughts, ideas, and strategies. I want to see how my decisions play out, to simulate a world where I am the king. The most enjoyable part about the game is that there does not seem to be one 'best way' to play it; any strategy has a chance each game.
Madden - EA Sports:
The Madden series has similar qualities to the NHL series. The competitive aspect is still a major part of the game, but for me, Madden is more strategic. Like a real NFL game, it's about keeping your opponent off-balance with your team's play calls. The time to make decisions is very limited, and like the games above, there is more than one path to victory each game.
Video game vs regular software development!
Video-game development are not that much different from regular software development. Both the terms video game and regular software are vague can vary from various factors such as regular software development that varies from the target audience, the intended amount of users, the software’s purpose and the characteristics of this software itself but the fundamentals are the similar; both development are planned (product development life-cycles, iterations), execution and maintenance.
Most game development probably undergo agile lifecycle; the iterations are short and there are many features to demo at the end of each iteration. On the other hand, some regular software development are developed from waterfall lifecycle.
Video games can be played in consoles and portable gaming devices so technically video games developers have more variety of platforms to develop from. If developers were to develop on those gaming devices or mobile devices, the games will be restrained to limited resources, which means that the code has to be very efficient. In order to achieve that, the development process might increase coding reviews and measuring efficiency.
Modern games now have very cool graphics( except for some games like minecraft) so developing graphics are emphasized more in video games development. There are many new technologies that produces good graphics. Sports games (well,at least EA does) develop players movement through motion capture. Besides motion caption, there are many game engines that develops good graphics too. A good example is Unity. Aside from graphics, good games often require no lag and quick response time so again resource allocation efficiency can also be a major component in video game development.
Lastly, due to nature of the video game market, video game strict release deadlines, which differs slightly with regular softwares, so video games development tend to be more stressful when near to the release date.
Saturday, 7 January 2012
Fun
fun/fən/
Noun:
Enjoyment, amusement, or lighthearted pleasure: "anyone who turns up can join in the fun". Adjective:
Amusing, entertaining, or enjoyable: "it was a fun evening". Verb:
Joke or tease: "no need to get sore—I was only funning"; "they are just funning you". Synonyms: noun. amusement - joke - sport - jest - lark - entertainmentverb. joke - jest - banter - jape - lark

