Sunday, November 20, 2011

Interface Artwork

This post is to be updated with final versions of our interface buttons and icons. Currently [Sky] is working on unit thumbnails, bridge artwork for the map, and a new opening splash screen. There's also a good chance I'll create the loadout screen and cleanup our buff icons/buttons.


 



These thumbnails are to be used for our unit selection system, whether as icons to be "dragged onto" for selection or as indicators of which are currently highlighted. They've been added to the dropbox under TeamRTS --> UI --> UnitThumbnails. Someone needs to make the other units accessible to me before icons for our remaining units can be created. Because blogger adds its own dark box around images uploaded to posts, you'll have to click "edit" as though you were going to make changes to the post or view the actual files in dropbox to see the correct border around these items.

Relined buttons:





Ground textures:



 




 



Tuesday, November 15, 2011

Things we need to program by Nov 16 Noon please

-Icons for all the spell. (see WC3 icons/ ect ) REFER to LIST O DOOM 6 spells. not cobbled, made.
-Teddybear unit, additional assets


Arachnophobia - Done, swarm of spiders on orange background
Meningitis - Done, snail on green background
Blackout - Done plus alternative icon. Outline on cyan background or solar eclipse on purple background
Bipolar Disorder - Done, drama mask on yellow background
Adrenaline - Done, Bear claw to sync with teddy bear.
Brain Freeze - Done, enjoy your braincicle!

Icon Rim - Done

 

 



Buff Icons:

Attack
HP


Movement Speed

Build Speed - Neutral
Build Speed - Player/AI Owned


Thursday, November 10, 2011

Design Document Lists

OK, I need a step-by-step idea of how Pathing, AI, The Neural Network, Network Play, and Combat works.  Tiers of spells and units will be added when we finalize them.  Art, sound and Stats will be added in as libraries, please place the assets in dropbox or here on the blog.

Also if anyone wants to contribute then I have placed the document in dropbox.

Updates of the design document version will be added as soon as screenshots are able to be taken.

Wednesday, November 9, 2011

Google Hangout Meeting!

Please attend the Google Hangout meeting this Saturday at 10:00am!

Saturday, November 5, 2011

Background Assets

This will be updated over the weekend with assets as they are sketched and transformed into .png files. Right now, I'm assuming that background items will be anywhere from slightly smaller to half the size of our playable characters. Most will be on the larger end, but shrubbery-like or highly horizontal pieces might have the shorter height to them.

Once we have our map completely agreed upon, we should go about setting "themes" so the background artists have more direction. Currently, some assets have a character type appearance, while others will be more vague fillers for the space... The majority of my ideas are sketched out in paper form and will need to be scanned in sometime soon to continue their progression.



1. Dinocheese -- Plate to be redrawn, but I wanted to test the mix of cheese and mold colors.
2. Sign Clown -- One of several sign people that will occasionally mix in with other background items.
3. Sadflower -- Tribal sort of... deathly thing, I don't know.
4. Blendesnake -- You know, a blender. And a snake. All bundled into one.
5. Mysteryshrub -- Can be modified to have different "tops" to the shrub if desired.



Of the sketches, I'm a particular fan of the snakeblender, sad flower, and platypus.

Edit: Added psilocybin mushroom (a.k.a. magic mushroom):



Friday, November 4, 2011

First Map




First Map:  Tell me if it is unbalanced.


Lobe Benefits are:  Buster Sword for Attack, Cupcake for HP, Portal Guy for Movement Speed, Timer for Spawn Speed.

Tuesday, November 1, 2011

Update - Tuesday 11/1/11

Updates:

-Changing sections in lobes to hexagons

Characters that are finished, but still need animation:

-Eyeball (I)
-Clown (I) (needs coloring)
-Spideburger (I)
-Football (I) (needs reworking)

-Book (S)
-Doctor (S) (needs coloring)
-Witch Doctor (S) (almost)
-StacheMan (S) (almost)

-Eggplant (N)

Upgrades (for capturing regions):

- +1 attack
- +1 HP
- + move speed (coffee)
- + spawn speed
- Quicker cooldowns for spells

*Interface art needs to be done*

Priority:

Programmers:
A: AI (James/Brenden/Blake) - Due 11/6
B: Sounds/SFX/upgrade circles (Brenden)- Pending
B: Upgrades (Blake)- Pending
C: Multiplayer - Pending

Artists:
A: Finish Character Art (Max/Sky)
A: Animations (Max)
A: Hexagon Map (Jack)
B: Environment Art (Sky)
C: Interface Art (loadout screen/spell icons/unit icons)