Thursday, October 31, 2013
Acid Rain
Tuesday, October 29, 2013
More Brandon stuff Week 7
2D Art and Game-feel
We've been in Alpha for awhile now, and we're getting lots of good playtest feedback. We've been focusing on game feel, and as such I'm getting to do more design work lately. We've adjusted the camera, tweaked the physics, and worked out some better ways to give player feedback. In support of this, I've moved over to making some 2D art:
Monday, October 28, 2013
UVs on All the Things
Brian week review
Saturday, October 26, 2013
Alpha Build
https://dl.dropboxusercontent.com/u/27868787/Pinball%20Alpha/Pinball%20rush.html
Controls:
A to shake the ball right
L to shake the ball left
R to reset
Tuesday, October 22, 2013
Alpha Milestone Vid
https://vimeo.com/77513572
Prepping for Alpha
As the Producer, my role is now going to become bigger as we need to start overall beta testing, and figuring out who is going to be fixing what. This is the part where many teams could begin to slack off because they think they are well off. As the Producer, I am going to be looking to keep my team motivated through to the end, and put out the best game possible.
Monday, October 21, 2013
Textures, Textures, Everywhere!
Colored Realism (final choice)

Solid Color

Realism

Most of the textures featured have multiple color variations and we established our skybox as well, which you will see in our alpha pass. I'm relatively proud at how quickly our aesthetic has come together and I look forward to continuing to polish our art.
Brandon stuff week 6
Another Week Review
Thursday, October 17, 2013
Playing With Our Weenies
Tuesday, October 15, 2013
Coming together
Latest build
Controls.
Press A to tilt the ball right
Press L to tilt the ball left
Run through flippers for a speed boost.
https://dl.dropboxusercontent.com/u/27868787/PinballRush!/PinballRush!.html
Current known issues:
-Bumpers arent as reactive as we'd like, that will change.
-Bumpers are going to be put on the corners to keep the player from getting stuck
-Flipper Speed Boost needs to be ramped up.
Monday, October 14, 2013
Brandon Design #3
Weekly Review
The Struggles of Simple Art
Thursday, October 10, 2013
Pinball Rush! Prototype build
controls..
Tap 'A' to move left
Tab 'D' to move right
Tap 'W' to stop going left or right
Tap 'Space' for flipper movement
CHALLENGE: Make it over the ramp.
Wednesday, October 9, 2013
Tissue Testing report
Tuesday, October 8, 2013
Zoning in
We are getting pretty close to the alpha milestone at this point and are now shifting into high gear. I thought I would take the opportunity to add a second post for the week, and talk about the status of our team and how we are handling this unique project. After a slower start than I think we would have liked, I have to say I am very happy to see how we've managed to come together to start on the alpha build. Tomorrow will give us a huge chance to see how our work is paying off as Nathan and I will be tissue testing with five random testers. We will then write our report and see what we need to change before alpha in two weeks. I personally am excited for this testing because it gives us a chance to finally solidify or game mechanics and form a clear idea of how our level needs to be laid out.
We are also starting to move into some other aspects as well. Typically in alpha, sound is not included ore is an afterthought, however because pinball relies heavily on sounds, we have realized that a lot of our sounds should probably be included in the apartment presentation. Brandon, our sound designer, will be handling this and shifting a lot of his attention towards finding, mixing; and implementing the best sounds possible. Our artists have cranked or a large amount of objects and now our lead artist, Sarah, will be focusing a good amount of attention on texturing and creating the art style. Brian is going to be working hard to implement all of the various features, while Nathan works on touching up models while I fill in at level designing.
Outsider suggestions and more models
Monday, October 7, 2013
Level Design Re-Cap 2
~ Brandon
Art Style Pass #1
1. Clean - no 90 degree corners, curved, though unnaturally well cut (as though by a machine). In this, our goal is to capture the clean-cut feel of a pinball machine.
2. Chicago - Our goal is to capture the feel of the city.
3. Pinball - the thematics, the lights, the bright colors: we're going to create a Chicago-themed pinball world.
4. Low Poly - low poly count and block colors for simplicity of design.
Below is my first art style past, to envision what the game may look like:
Week Review
Sunday, October 6, 2013
Moving Right Along (Feel free to play the Muppets song)
So this week I spent a majority of my time outside of the code and inside Unity itself, working with level designer to design filler areas, which is what we are calling the sections of track that are not going to be too crazy and are more meant to develop the setting of Chicago and let the Player feel like they are going through a city as a pinball. Currently, as the schedule has dictated, the level design is still in greybox but I am hoping to get some buildings soon and implemented them, so I can get rid of the ugly pink developers material.
As you can see from the track, these are a few segments from different scenes that I have put together, just to see how they would fit together. They are clearly different segments and will be used in different segments.
In the above picture, the ball is rolling underneath the track and the tilt feature (how the player will be able to move the pinball left and right) is working. The only problem right now is that the tilt function is a bit too strong and as the ball progresses through the segment, it begins to get launched into the area and gravity maxes everything feel real jerky. Unfortunately, I can't see what the error is and will probably head to the tutoring center to get another pair of eyes to look at it.
Here is the pinball rolling into the third level transition segment, where two choices have been given. Either choice would be fine, but we want to make this a game of decisions, so that the Player has to ask, "What if I took the different path?" This then creates the replayability that we are implementing into the game.
On the Production aspect, our team is scheduled to make some major leaps and bounds next week. At the next blog post, the plan is that some pictures of a textured world will be shown, as well as an early video of some gameplay. I will be working on implementing a GUI, as well as a rough main menu, that will have full features.






















