Wednesday, 30 March 2016

IT'S HERE

Windows Build has been RELEASED!

https://drive.google.com/file/d/0B-p1pbyelSBhdTh0Sk9TeURteTA/view?usp=sharing

Play Hospital Trance TODAY!


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

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).

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.

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

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.

New 3D Models and addition of a bathroom

This week I've been searching for new 3D models to add to the game, mainly characters such as nurses and patients, as well as miscellaneous creepy objects (i.e. dark, old furniture). Also beginning to work on turning one of the rooms into a bathroom and using 3D models to make it look better. Helping out otherwise any way I can as well. Looking forward to seeing things come together, with characters beginning to talk and the endings being worked on.

Daydreaming and Nightworking

In response to the feedback we received from our playtesters from the last session, we've gotten around to legitimately fleshing out a story and setting for our game (amongst other things). For the most part, the gameplay itself is now fairly polished. The ending scenes we've planned out, however, are still a work-in-progress.

I managed to complete a beginning scene this past weekend (integrated with the main game) and I'm hoping to get one of the endings done by the end of tonight. (It's a pity I've run out of coffee.)

I'd like to think our future playtesters will enjoy the idea of dabbling in the occult. :)

Tuesday, 15 March 2016

Another week

Searched for nurse/nurse clothing art for the game, thinking of new dialogue scripts, focusing on end-game now. Team mates are very helpful and doing really well.

Getting Ready For New Endings

Yet another successful week! I spent a lot of time yesterday testing to make sure dialogue was working, I also had a lot of fun writing more dialogue for our other characters. Working doesn't feel so bad when you have great team mates. I always learn a lot from the other members in my group and we always have fun on the job. Other than writing dialogue I worked on our first ending. Hopefully the following week will be spent on making a new ending.

Demo Deux

It's been a hectic week for us all but we've prepared a report and future development plan based on the reception our game received last week. We've made some changes since last week, and a newer version of our game is available at:

https://www.dropbox.com/sh/6qhkx9m1co7oh11/AACr2tYdHXPz2LUcRy9cpvWza?dl=0.

Our Playtesting Report can be viewed at:

https://drive.google.com/file/d/0ByvYNZPm9ShQZjhOaGg1NG1HYW8/view?usp=sharing.

Tuesday, 8 March 2016

Reviews were a success

Today, we had our alpha release...We had a pretty good response, we got 12 people to play our game and most of them gave positive feedback. The only thing that seemed to be a complaint was that it was difficult to find keys in our game and instructions were not clear. But these are things we intend to work on, we do intend on giving some instruction about controls and back story when our game is complete so hopefully when we have people to play test again they wont be confused!

Sunday, 6 March 2016

KILL KILL KILL all bugs

Feeling very proud of myself this week because I fixed a bug by myself.

I was feeling very annoyed that the Dialogue package that I bought for $5.99 was giving me a strange,frustrating issue where it would get caught in an infinite loop at RANDOM TIMES. There seemed to be no pattern to this behavior. I was unsure of what to do. I wasn't going to scrap the Dialogue package since I spent my hard earned money on it, so I sent the creator of the asset an angry email instead.

Turns out the problem was my fault and I fixed it. YAY! (I also promptly emailed the asset creator back to apologize for my feistiness)

This boosted my confidence and encouraged me to develop more. I am currently working on how to kill nurses, and it's fun and exciting (and relatively easy). Hope it is done on time for the play testers!




Wowzers

What a week. I've been working on a couple more scripts for the nurse dialogue as well as being there to help Bavneet with his work if/when needed, and looking forward to being a part of the next playtesting process. Also, I have some sort of condition now which has not been diagnosed thanks to hospital wait times.. makes it hard to breathe :( but hopefully that will turn out well.

Saturday, 5 March 2016

Hellooo Playtesters!

My immediate goal for the upcoming days is having a survey ready for the Playtesting Session this Tuesday. Making some refreshments for the session is another key goal I've set for myself. :) As a slightly more long-term goal, I've also begun research on how to incorporate the different endings we originally envisioned into the game. This seems a bit daunting, at this stage.

Alpha Release Presentation Done

This past week we managed to finish our game for the alpha release. So far, I have been impressed with the progress that we have made for our game. It is coming together well.

Before Tuesday, we plan on changing up our controls (making it so that clicking opens doors and picks up keys; right now clicking is used for picking up keys but the F key is used for opening doors). We also plan on changing how the keys will be obtained. Initially, our plan was to make it so that keys will only be found on the floor of the map, but going forward we are going to change it so that nurses can also give out keys.


Thursday, 3 March 2016

When horror meets friends

This week has not been has busy as other weeks, feels like the boredom never ends. I bought some cool models for our game this week. The models I purchased were torture instruments people would have used in the medieval era to torture people with. I think adding these models would enhance the creepy aspect. Also this week we worked on the video, we shot the footage and couldn't help but laugh some times even horror genre can be funny too when working with friends :)