Sunday, April 6, 2008

Rough Prototype

I made a rough prototype of the game. Below you can see pictures of it. What I did was found a piece of cardboard, and some blank sheets of white paper. I measured out and cut the cardboard so that I could have the dual screen look. I then cut the paper to match my in game art. Lastly I took some index cards and drew out the first level of food on them.

With this prototype I'm able to test a few things, such as if the game has any fun value at all. If my concept is overly easy or difficult. And how the different age groups feel about the game. But due to the nature of having to flip you're own cards and the really rough art, I was not able to test the entire game just on the prototype. The timing is off which effects some of the responses of difficulty.

I also found that for the layers if you put all of them on the board at once the player will subconcously cheat and only pick stacks with multiple layers still there. I was able to get around this by placing only one layer down and then as the player made a pair I would remove those cards and place two more random cards face down in the empty spots.






I had a lot of fun with making this prototype. Felt like I was back in elementry school working on a craft or something. I like the final product though, and I think people enjoy playing with it.

Thursday, April 3, 2008

First Level almost complete

So I've been battling with getting a few things to work. But most of them I have resolved, here's how:

1.
A. Alpha(transparancies) were acting all crazy. No matter what the color black was becoming transparent. You can see this in last image in my previous post.
B. So I kinda cheated for this and made everything I wanted transparent the color black. and as you will see it works out great.

2.
A. Getting sprites in the Main screen (set to top screen). This problem was really annoying me because for all reasons it should have worked. I was doing everything I needed to do, and had done for the Sub screen to get it to work there.
B. Eventually I resolved this by getting an epiphany and realizing that for some reason the Background was taking up bank A and B of the Main screen. So after realizing this, I set the main sprites to bank E and it works just fine.

3. Not really a battle but I was able to get the timming system in to the game. And I was able to disply the timing through a clever use of a sprite. As you can see in the screen shots the red bar has a curve at the end. Basically how I did this is I made a sprite that contains a rectangle the width I wanted to remove every second or two and a half circle that fits the curve I wanted at the end of the bar. So the bar is made up of that same sprite overlayed next to each other and so you can't see the curve except on the very end.

Ok now time for some screen caps =):




Stay tuned for more info on the progress of my game