Archive for 29/11/2008

DIY fun and maybe a new team member.


Hello everyone,

  Hope your well.  It’s been a busy week this week, I’ve just started call out cover at the day job, so for one week in four, I am on 24 hour call out cover, which is fine as I can still work while I am at home, it’s just that you are also just kind of hanging around, expecting the phone to ring.

  This weekend and a fair bit of the week will almost totally be taken up with some home DIY.  I’ve now got the small back bedroom almost empty and ready to be converted into a little office for myself.  So I went out tonight after work and bought some metal shelf racking and the wooden shelving and then I’m going to spend the rest of the week trying to get it to stay on the wall, while keeping the wall upright and trying to stop all the bleeding.  What I’m basically trying to say is that I’m crap at DIY.  I can knock it up in 3D in 5 minutes, but in the real world, it would take me the whole weekend to do and I will probably lose an eye or finger in the process.

  Project wise, I’ve been mainly working on Lucky 7 the whole time.  It’s been a bit all over the place with what I’ve been working on.  One moment I’m working on Menu Selection graphics, the next it’s more in game text and the next, it’s working on new designs for the monsters.  So I apologize if it doesn’t seem like that much has been done, but there’s actually more then I realized.

 

Weekending 28/11/08

Lucky Seven:

  I spent ages trying to get the particle graphics to work correctly for the game and after A LOT of trial and error, I think I’ve finally came up with some nice sprites that work well in the engine.  I basically found out that for the best results, basically use grey scale colours and thin transparency, so they look smoother against the background.

  I have also been busy with lots of other little jobs during the week for the project, which include anything from level menu design work, more character design work and other bit’s and bob’s.

  Isaac also created another attack for the game.  It was originally for the “Pumpkin Blitz” attack, but due to a slight mix up in communication, it ended up as something totally different.  The new attack, slowly starts to spread and grow across the screen, preventing the player from been able to select the blocks (if you have ever played Boulder Dash, it’s the same kind of thing as the amoeba in that).  So we are going to keep the attack, but I’m going to create some glowing slime animations for the game and call it a slime attack.

  Isaac also asked me for some more large graphic text “WAIT” & “GO”, but would not tell me what it was for, so there could be a nice surprise for the next build.

  

Shuffle Blocks:

    Dave sent me a new build of the game, but I couldn’t get it to install correctly, which by all accounts is pretty common, so I’m still waiting for a build to test out.  Dave has also been busy doing some secret business work for BadBumble, which I hope may provide fruitful in the new year.

  It also looks like we may also have a new musician to work on both projects.  Going by his online portfolio, he seems to have a good range of styles and has some really high quality tunes.  It’s still in the early days of talks at the moment, but fingers crossed.

  Right, I think that’s everything for this week, so as long as I survive my DIY quest, I hope I’ll see you next week.

 

 Mike.

www.badbumble.com

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