Thursday, 14 July 2011

Introducing Flash and Bang

Now that our main objectives with Particle Play and Slime Shot at complete, Claire has wanted us to concrete our efforts on a new section of the website called 'Introducing Flash and Bang'. Flash and Bang are the mascots we created when we first joined the company and Claire asked us to create a section on the website where the characters are introduced to everyone.

We were sent a script from a friend of Claire's to work around. What I came up with instead of one simple boring page was an interactive tour of Flashbang Science with the characters Flash and Bang narrating.
























The characters are also been created to have small animations to make them come to life from the tour. They will both blink and look around, and the fire on Flash's head is animated. (See Below)

Thursday, 30 June 2011

Level Designs

As previously mentioned, each area has 10 levels, each with a different amount of targets to be destroyed. The ones shown give a brief look at various stages throughout the forest area.


Area select and ratings

There are four areas in the game, Forest, Mountains, Ice Caves and Deserts. 


Each of the area’s has ten levels (of which more can be added in the future), each having a rating. If the player accomplishes a certain task within a level, whether it is in a set amount of time or moves, they will be given a rating out of three. The ratings are shown by the Flashbang lightning bolt, giving the player an indication of previously completed levels. When all ten levels have been completed within an area (with at least a one bolt rating), a new area will be unlocked.



Looking back at the Development

Looking back at the artwork for Slime shot development 3, even though it was a quick mock up, it lacked visual appeal. This was something that had to be rectified for the pitch document, introducing more colour and character.


These are a lot clearer to read and flow well. The Full power shows bouncing off all the walls whereas the half power shows arching shot to avoid the spikes. The last one explains that going back over the slingshot will allow the player to take another turn. 

Wednesday, 29 June 2011

Slimeshot Menus

After working on ‘Tubes’ we had a clear understanding of what is needed for each game. Before going ahead and creating final assets and artwork, we planned everything out in terms of the menus. One of the first things we focussed on was a clean crisp menu system that would only take a maximum of three clicks to jump into a game, similar to other iPhone and website games.

Wednesday, 22 June 2011

Slime Shot Development 3

The main theme for slime shot is physics. The player has to fling the slime character to smash targets scattered around the different levels/maps. Once flung however, the slime will begin to lose momentum with each wall that they hit. As the character slows down or reaches a certain speed, gravity will become more of a factor, dragging the character down slightly. While at times this may be a problem, when used properly, it can help the player majorly. Arching their shots will allow them to reach harder to get to areas. This can also be used from the initial fling to get the character moving.
Here are a few examples of how this can be used...





If the player makes the character go back over the slingshot, they can re-take their show. This essentially means they can complete levels with just one life. As the diagram shows that if they pull it all the way back the character will fly straight for quite a while (until bouncing off a set number of walls, losing momentum) missing the slingshot. However, if they pull it back just enough they can still hit all three targets but let the gravity arch it back down and over the slingshot.

After our last meeting it was decided that we should have 3 breakable objects, glass, wood and metal, each with different break points. Metal will be harder to break through but the rewards will be greater.

One final thing that was decided was the different types of wall types/spots. Originally it was just spikes that would instantly. However, more were added that alter the way the slime interacts with them. Rubber to add a bit more speed, spikes to kill the character and a gloopey area to slow the character down.