Wednesday, February 9, 2011

Development Blog - The Development Plan

Development Plan

Development Platform:

The programming for this game will take place in ActionScript 3. At this point, we all have a copy of Adobe Flash CS5 installed (and running!) on everyone’s computer.

We will be using Inkscape for designing levels, and we all have Inkscape installed and running on our machines. We will be using Illustrator and Photoshop for the art and animations.

Additionally, the game is built on top of two key tools: Box2Dflash and TS Game Library. Box2DFlash is an open source 2D physics engine, which was ported to flash from Erin Catto’s c++ version. This physics engine will allow us to define a world with interacting physics objects. We are able to define mass, friction, rotational mass, and other physics properties for multiple types of objects. TS Game Library, written by Tim Kerchmar, is a game library built on top of Box2DFlash which will help with some of our basic game elements – sound, collectible objects, game objects, and level design parsing.

Team Member Roles:

Charlie – level design, creation (using Inkscape), and some sound assets

Adam – art assets and some animations

Belinda – programming

Assets:

Adam will be responsible for creating most of the art assets from scratch. If he is unable to create something, we hope to use something from a open source or creative commons library.

We are hoping to use many of the open source options for sound (both sound effects and music) – freesound.org promises to have many different options, especially for a farm themed game.

Sounds – chicken squak, flying sound, chicks chirping, jumping sound, winning sound

Art – main player, baby chickens, nest, obstacles, crates, chicken coop

Music – possibly final music for a level or music during levels.

Project Plan:

This plan will continually be more filled out as we realize what technical problems we need to solve to bring this game to completion. We’re hoping to do approximately one level per two week iteration, but we will reassess as the semester continues.

Date Range

Tasks

2/11 – 2/25

Design & create level 1. Complete all necessary assets, win conditions, and game programming for level 1.

2/25 – 3/11

Design & Create level 2. This may involve more art assets, and more programmatic elements.

3/11 – 3/25

Level 3.

3/25 – 4/8

Levels 4 & 5

4/8 – 4/22

GUI design & implementation

4/22 – 4/29

Final play testing, Finishing touches, Final bug fixes, & Documentation Deliverables

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