Bowiecube

LD26

Team Tartan Pain Game Jam Day 2

Hi Faisal(Team Leader/Designer) from Team Tartan Paint here to give you a small update.

Character art

So far the artists have been working hard

and Jurgita has managed to produce some home units.

 

Prometeus_01 Poseidon_05 Gaya_02 Atlas_01

as well as some work on an enemy unit

Minotaur_01

Environment Art

Stewart has been working on the Environment tiles more currently he has managed to produce enough tiles and variations for 2 out of the 3 environments that are planned.

basic lava var 2 basic lava var 3 basic lava var 4 basic lava var 5 basic lava  basic lava var 4 lava vertlava botleft to toprightlava botleft to botright var

lava botmid to topright varlava midtop to botleftlava topmid to botright
UI

Currently Ive been working on programming and laying out the user interface.

its current spawns units on 2 different lanes, unit reset timer, gold values, warning for gold being to low, some instruction screens and a health indicator(the status if zeus it should shatter bit by bit by clicking on it)

days 2 pic2

UI prototype

Code

currently Zac our coder has been working on the getting the assets into the game and programming in the paths and path tiles. now the tiles along the path are randomised so all 3 paths are made with random tiles.

days 2 pic

Game prototype

thanks for reading and good luck to everyone else taking part in the jam hope we all have fun making these games.

LD27

Team Tartan Paint Day 3 Repost

For some reason the last post was blank sorry for the repost

Hi guys Faisal(Team Leader/Designer) here again to show you our progress for day 3 bit of a slow day for some os us but getting there.

Character Art

so far Jurgita has been working hard and managed to create our enemy units and is currently working on animating all the units.

Hydra_01 Minotaur_01 Arachne_01 Chimera_01 Cerberus_01
Environment Art

Stu has been Stu and whipped up the last of the tile assets so now we have almost all the environment done, hes now moving on to finishing up objects around the edges and the User Interface

woods midbot to topleft var woods midbot to topright var woods midtop to botright woods topleft to botright woods botleft to topright woods botleft to botright woods topleft to topright woods vert trees1 trees3    instructions1instructions2
UI

Currently i have been working on the sound interface, which has been painful but now we have a music slider that will change the volume of the music. The current place holder for the music is the Theme from the  1990 Ducktales game for Nintendo.

pic 1
Code

Currently Zac has managed to finish adding the main environment tiles and program the path-finding along each path though only 1 is currently visible in the prototype.

pic 1.5

Through a combined effort we have also managed to combine the 2 different code together.

pic 2

map routes and UI

 

 

Comments

zzForrest
24. Jul 2013 · 23:30 UTC
Really interesting! It seems, though, that the current pathfinder has a slight y offset landing it at higher than it’s destination. Also there’s a typo in the instructions, saying “dudeuce” instead of “deduce”.

Team Tartan Paint Day 4

Hi guys Faisal(Team Leader/Designer) here again to show you the progress for day 4.

Character Art

Unfortunately Jurgita was ill today so we haven’t made any progress towards the character development side.

Environment Art

Stewart has managed to finish all the tiles for the environment by creating both the home and enemy bases as well as adding some polish to some of the previous environment ones.

 

UI

Today has involved a lot of work with Stewart on the User Interfaces firstly we worked on the spawn buttons giving them each 3 different images for 3 different states; inactive, mouse is over button, button is pressed.

   blue icon rollover green icon click yellow icon click red icon click

The money icon has also been updated to a new image that also blinks every time money is added

coin static coin blink

Following this we then added icons to show the enemy health which is based on the number of commanders that they have left.

This shows the different states that the enemy health can be represented.

The enemy health works by first showing the player 3 closed doors

door closeddoor closeddoor closed

Once the player has made it to the enemy base they must choose a door in order to fight on of three commander types;  fire,water and nature.

Once a commander has been fought they will appear on the User interface to show the player which

red door boss blue door boss green door boss

Once a commander has been defeated their Health icon will change to a greyed out image.

   dead door var blue door boss green door boss

Following this Icons and buttons for the menus were updated

 

 

Finally the Menus Screens were updated and changed

Return Slide Resume Setting

pause screen instructions6

 

Audio

a friend of ours (Sean Cairns) has also kindly agreed to supply to some audio for us.

Currently we have 2 different spawn sounds in game, though he has provided us with quite a few.

 

Code

Finally Zac has been working on the code mostly on some behind the scenes coding and the formulas for attacking and damage though these have not been implemented yet.

He has also managed to plots paths for the enemies to follow towards the players base.

game screen

Day 4 prototype

 

 

 

Team Tartan Paint Day 7

Hi guys Faisal (Team Leader/Designer) from Team Tartan Paint hear again to show you our progress before the final changes that will be made for tomorrow

Character Art

Currently Jurgita is working on a polished Title screen for the game.

Title_Screen_08

Sound

Currently the sound is providing a lot of challenges as need to change the volume seems to interfere and lag certain functions such as despawning units so it is likely that there will not be fighting sounds in the final version but the music still works and sound very good.

 

User Interface

Stewart has currently added some finishing touches to the User Interface with the addition of the mute and fast forward buttons as well as some readjustment of the current layout. And is currently working on auras to show when a character is boosted by the environment.

fast forward static volume button mute button  1redflame4

Code

Zacs has been progressing very well adding multilane combat as well as the death animations for characters. He has also managed to work out a basic enemy AI for spawning units though this is still being tweaked. He has also managed to program win and end conditions for the game.

Currently the game is almost finished just a few finishing touches before final submission.

Day 7 Prototype