Saturday, September 29, 2012

Putting Everything Together

Sorry I keep forgetting to post with updates. Other classes are one project after another and I haven't thought about posting while I'm working. So far, it's beginning to look like I'm going to be compiling this in GameSalad not Torque 2D. I'm running out of time and I don't have a lot of time to learn a new program, write a 4 page paper, paint a final illustration, and do tons of reading. If possible, I'd still like to mess with learning Torque on my "free time."
I redesigned the wasp to better match the bee. Also, decided to make the game simpler and make it a maze game more like Pac Man ®. Added antennae to the bee and the wasp. The new basic plot is collect the pollen, don't hit the wasp, and get through the maze. Only three levels at the moment. If I ever get more mazes drawn and finished I might make it 10 levels for a published version and 20 levels for a $0.99 version.
Characters and the first maze:




Tuesday, September 18, 2012

New Direction

I've been pondering how to complete this game.... and I'm not sure if my original plot line will work. After seeing an example in class of a different style of game, I began to think I could make the game use the same characters, but have a different goal. More of a game similar to the example, which is similar to the "balloon pop" game.
Perhaps the bee character can be directed around a maze like setting. Collecting pollen tokens increases points by so much and killing wasp characters increases points more. This sounds like it will be easier to complete by myself.

Monday, September 10, 2012

Brainstorming with a Gamer

So, I'm very grateful to be dating a gamer and have lots of friends who are gamers so I can pick their brains for ideas on game schematics. The second level might change to simply the dance on the grid to tell the Queen Bee and the rest of the hive how to get to the pollen. This does mean a change in my design for the levels, but that's okay at this point. I'm going to have to figure out a way for the player to save information on how each flower is found that way the grid is easier to navigate and understand in the second level. The third level I would still like to keep as a kidnap the "Princess Bee" in which the player has to fight off other bees (which means another character design soon to come) and kidnap their "Princess Bee."

Things still left to make:
Princess Bee
other Worker Bees
Queen Bee
Grid system for the map dance
direction collection system
hives
level backgrounds

 These should be completed pretty soon so I can focus on learning Torque 2D and composite the game.

I appreciate all constructive comments and critiques. :) 

Friday, September 7, 2012

Daisy and Pollen Token

I threw these together really quick. I intend on making a couple more flowers for variety's sake. The token is also really simple, but I'd kind of like to keep it that way to fit with the style I've got going.



Wasp Antagonist

This is the main antagonist in the game so far. The wasps pop out during the game and try to kill the player (the bee).


I'm still working on a "princess bee," the flowers, pollen tokens, the queen, and the general game background.  

New concept with the "princess bee:" apparently bees from one hive will kidnap young queen bees from other hives. I figured this could be a fun second or third level objective. 

First level: Learn controls while collection pollen tokens and fighting off evil wasps. Goal complete when player returns to the hive to give pollen to the queen.
Second level: Collect more pollen, fight off more wasps, collect dance step patterns to tell the hive how to get back to the best flowers. Goal complete when player arranges the dance steps and gives pollen to the queen.
Third level: Collect more pollen, fight more wasps, find the opposing hive, and kidnap the "princess bee." Goal complete when player returns "princess bee" to the home hive. 

Still open for suggestions on other levels. 

I'm pretty sure I'll switch to compositing this whole thing in Torque rather than GameMaker (Torque looked simpler to understand from the get-go). I'm trying to make the characters really simple, mostly because that's the style I want for a simple 2D game, and because I want all the extra time I can get to focus on learning the program really well.