September 2003 - GAM400 |
Two of the three developers of Drop Drop
join forces with the Trick Shot Golf team.
The team decides on the basis of Scavenger Hunt and creates an art proposal
in hopes to get artists.
Scavenger Hunt gets artists...loses artists...gets artists for real.
Jonathan and Eric quickly designed and started implementing the graphic engine
together to support the art from the artists.
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9-26-2003 |
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October 2003 - GAM400
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The team continues to work on finalizing the game design.
The graphic engine is basically completed.
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10-10-2003 |
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10-22-2003 |
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10-31-2003 |
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November 2003 - GAM400
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The team really starts programming the game-play.
Engine Proof: This just contained a simple almost flat plane and a skybox
in the background. The player could move Samantha around the small world.
A very simple AI Dean was running back and forth.
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Engine Proof - 11-06-2003 |
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11-26-2003 |
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December 2003 - GAM400
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There wasn't much development done this month due to finals and Winter break.
Some developers did work some on the game during the finals week due to
having few finals.
First Playable Demo: The game could be finished by picking up all your items
and returning them to the drop box. Gags could be picked up and used. There were
a few objects from the level on a quick plane made by the artists for testing.
The simple AI character was still just running back and forth. There was also
a front-end menu for choosing your character.
Trick or Treats were added during finals week after the First Playable Demo.
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Finals Week - 12-10-2003 |
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Finals Week - 12-10-2003 |
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Finals Week - 12-10-2003 |
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Finals Week - 12-10-2003 |
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January 2004 - GAM450
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The AI was finally integrated into the game.
The team lost two of the artists, but was able to keep Shane who continued
to work on the level.
Pre-Alpha: The game was much more complete and now had search sequences.
A version of the level that Shane was working on was included. The AI dominated
most players. Collision was finally working for a few objects. The game also
now included a few particle effects. There was basic profile manipulation.
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Pre-Alpha - 1-31-2004 |
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Pre-Alpha - 1-31-2004 |
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February 2004 - GAM450
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The networking finally became playable on a LAN.
More particle effects were added to things such as gagging.
The gag stations changed from a purple station to the free gag station.
More of the level that Shane was working on was added.
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2-19-2004 |
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2-19-2004 |
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March 2004 - GAM450
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Alpha: The game can be played on a LAN. There are more level objects, and
particle effects. All of the character animations are included. The menu is fully
functional and you can choose different palettes for the characters. There is also
now a pause and stats menus. Gold items can be found and your rank can
increase.
After the alpha the leader board came alive
The last of the level art was added, and a change to the graphics engine was
needed to support the alpha textures for objects.
The inventory stat was changed a little to try to help Clint.
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Alpha - 3-5-2004 |
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Alpha - 3-5-2004 |
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3-15-2004 |
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April 2004 - GAM450
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Beta: It is just like Alpha, but with a better leader board.
Gold Build: It is just like Beta.
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