Windows Build has been RELEASED!
https://drive.google.com/file/d/0B-p1pbyelSBhdTh0Sk9TeURteTA/view?usp=sharing
Play Hospital Trance TODAY!
Guillotine Dreams (CSC490)
Wednesday 30 March 2016
Tuesday 29 March 2016
Alla Fine
I'd like to say we made some last minute changes, but it was more like "last 8 hour changes". All day monday we were trapped in the library fixing up and tweaking all the bugs in our game. Unfortunately, we left a lot of things that we didn't get to fix until yesterday. We basically finished up the game and did not take any breaks until we were done. A lot of our major things were done on the last day like the multiple endings and the levels of craziness. So, basically to summarize yesterday, we made: 1) endings 2) making this disappear/appear if you're crazy 3) added patient models 4) different dialogue endings depending on how crazy you are 4) light flickering (unfortunately its only obvious if you really pay attention and only works on the red lights) 5) adding in models to improve appearance. I probably missed something but we did so much I can't even remember. But I'm really proud of my self because of all the stuff I got done yesterday.
MAC build
https://www.dropbox.com/s/sz94l5h1ycck03r/Hospital%20Trance.zip?dl=0
EDIT: I accidently deleted the old link on the previous post
https://www.dropbox.com/s/azmqvsov4qwu4in/NEW%20TRAILER.mp4?dl=0
MAC build
https://www.dropbox.com/s/sz94l5h1ycck03r/Hospital%20Trance.zip?dl=0
EDIT: I accidently deleted the old link on the previous post
https://www.dropbox.com/s/azmqvsov4qwu4in/NEW%20TRAILER.mp4?dl=0
Et voila
Our Post-Mortem Report can be viewed at https://drive.google.com/file/d/0ByvYNZPm9ShQS0VSZktGTG9uYUE/view?usp=sharing
Our trailer is available at https://www.dropbox.com/s/azmqvsov4qwu4in/NEW%20TRAILER.mp4?dl=0.
And of course, our game (Mac OS) is here: https://drive.google.com/file/d/0ByvYNZPm9ShQWmdWakZkVHROMzQ/view?usp=sharing (Alternatively, try https://drive.google.com/file/d/0ByvYNZPm9ShQUmNvcW51SnRlZDA/view?usp=sharing).
Our trailer is available at https://www.dropbox.com/s/azmqvsov4qwu4in/NEW%20TRAILER.mp4?dl=0.
And of course, our game (Mac OS) is here: https://drive.google.com/file/d/0ByvYNZPm9ShQWmdWakZkVHROMzQ/view?usp=sharing (Alternatively, try https://drive.google.com/file/d/0ByvYNZPm9ShQUmNvcW51SnRlZDA/view?usp=sharing).
FIN
After 7 grueling hours spent in a lab with only a cookie to fuel us, Rabia and I fixed our game up nice for our final release! We playtested, killed bugs, put in our multiple endings, and had some laughs as we played through the ridiculous game that we made over the course of 3 months.
Would I do this again?
Probably not.
Game development is a pain. The only really good times came out of the creative development process, such as collaboratively coming up with spooky ideas, funny dialogues and interesting game endings. This realization makes me sad, since the sad truth is that we as computer programmers get the short end of the stick when it comes to game development. I imagine that in the real world, writers and creative directors have all the fun, while lowly computer programmers like myself get stuck with sleepless nights and stressful days as we tirelessly try to debug code like slaves, just so that we can make the creative team's vision (not our vision!) a reality.
I don't want to be their slave! I regret pursuing computer science.
Sunday 27 March 2016
Homestretch
Just a couple of days left until our final day...
Our second playtesting session didn't exactly pan out the way we hoped, and as a result, we've been working on ironing out any glitches or bugs left within the game. Adding sprites to the game (admittedly, verryy fun) that only appear when the player's insanity count reaches a certain point has also been a task carried out this week (with some finishing touches yet to be added). I've been contributing to and editing our Post-Mortem report, and I plan on elaborating the ending scene I made last week as well.
Our second playtesting session didn't exactly pan out the way we hoped, and as a result, we've been working on ironing out any glitches or bugs left within the game. Adding sprites to the game (admittedly, verryy fun) that only appear when the player's insanity count reaches a certain point has also been a task carried out this week (with some finishing touches yet to be added). I've been contributing to and editing our Post-Mortem report, and I plan on elaborating the ending scene I made last week as well.
Tuesday 22 March 2016
Giving the people what they want
Currently writing this as I am waiting for all our game's assets to download onto my laptop. It has been AN HOUR.
The problems I tackled this week were inspired by our first playtest results. Player's wanted a game that was longer and more immersive, and the team agreed that best way that we could do that in the short amount of time that we were alloted is to have more dialogue, make keys harder to get to, and have some sort of backstory.
I focus on the technical side of things- getting the timer just right (in order to enhance gameplay), making keys harder to attain by making the player LOSE their doctor's coat whenever they answer the nurse's questions incorrectly (thus forcing the user to find a key elsewhere, or find another coat to put on).
That stuff is boring though. The coolest thing that I am working on right now (last minute, I know..) is what I think will really make our game cool and interesting; making the creepy things that Arafa and Rabia decorated the hospital with appear when the player's "Crazy" meter reaches it's peak.
Rabia and I also made a Satanic room in the hospital. That was fun
The problems I tackled this week were inspired by our first playtest results. Player's wanted a game that was longer and more immersive, and the team agreed that best way that we could do that in the short amount of time that we were alloted is to have more dialogue, make keys harder to get to, and have some sort of backstory.
I focus on the technical side of things- getting the timer just right (in order to enhance gameplay), making keys harder to attain by making the player LOSE their doctor's coat whenever they answer the nurse's questions incorrectly (thus forcing the user to find a key elsewhere, or find another coat to put on).
That stuff is boring though. The coolest thing that I am working on right now (last minute, I know..) is what I think will really make our game cool and interesting; making the creepy things that Arafa and Rabia decorated the hospital with appear when the player's "Crazy" meter reaches it's peak.
Rabia and I also made a Satanic room in the hospital. That was fun
Monday 21 March 2016
Showing True Colours
Now that were getting closer to the end of our game, were starting to implement the details and cool stuff! Today Tanya, Arafa and I met up to create the satanic room! We had a lot of fun decorating the room and letting our imagination speak for itself! We also created new dialogues for the nurses to intensify creepiness. And we made a crazy meter, this will depend on the choices you make on the game and it will also impact the ending of our game. I can't wait until we get to add more creepy stuff. This week I also implemented the main menu.
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