Thursday, November 1, 2012

Poster #1

Mock ups for one possible poster design. Trying to show ARness, Kaiju Kazoo style, and a bit of crazy Japanese kaiju movie poster (very busy, lots of stuff going on, pulling elements from Joe's earlier mockup). These are smaller and use ingame assets, so a final poster would be a lot more polished. Supposed to be like a refrigerator in the background.



Saturday, October 6, 2012

Fireball!

Took a bit longer than expected, but decided to restart and hammer out the reentry fire effect today and got 4 decent frames of two tone anime looking fire. Our animation style is a bit intentionally choppy at the moment and it'll be moving, so 4 frames may be enough. Now that I have the style, hopefully the impact will go quicker. At the bottom of the to do list, I might revisit the explosions with this style.

Tuesday, October 2, 2012

Final art for the uni tank.  Shell, spikes, and treads are separate pieces.  All of the pieces can be concealed within the shell.

Wednesday, September 26, 2012

Menu/Tutorial/Intro

Horrible lighting in my basement.

Here is a video of the Menu/Tutorial/Introduction stuff I've spent the few weeks working on:


Lemme know what you think.

Monday, September 24, 2012

Difficulty Curve and Pacing

The reason behind the first image has a lot to do with the wave pacing, but it also has to do with all the other things we're working on, such as enemies, health, etc.
Thoughts?

Streamlined Health UI - Super Gamera Attack

Here is an idea David, Logan and I had during the playtest today (as a team we've kicked very similar ideas around before). It is supposed to make the health UI more readable. The change would also make the game a little harder because you can only get hit twice before you die (right now you die after getting hit three times when you have max health). Instead of a third health state, we could have a super attack. If the player is at max health and if they collect enough buildings, then the shell in the corner turns purple. Once it turns purple, the next time the player taps anywhere on screen, the Kaiju rampages super gamera attacks (looping around the entire kazoo in half a second).
What do you guys think?

Thursday, September 20, 2012

Uni the Shell

We are talking about creating a new enemy and some thought has going towards an 'urchin' style tank.  Here are some early stabs at the new type.

This is just a collection of different looks for the tank's shell.

Here is a nice combo of two shell types mashed together.
Underneath the shell there will be some retractable tank treads to provide the illusion of mobility.  Although if push comes to shove the treads can be done away with and a simple dust particle effect, like the one we've been using, would be acceptable.

Quick art dump.

Pogada Style House.  Each piece is modular so that the buildings can grow.  The first iteration would start with just the top and the bottom.  The middle sections can then be added until the Kaiju smashes them down.
A floating sci-fi styled billboard that would hover around in empty space.  In the middle section would be an animated gif.

A simple billboard that would be attached to the side of a building.  Animated gif goes in the black area just like the sci-fi billboard.
A rocket with a currently undetermined game mechanic, but nonetheless, another object for the Kaiju to destroy.

Tuesday, September 18, 2012

Tuesday, September 11, 2012

Thursday, August 30, 2012

Gameplay Videos of Kaiju Kazoo and Mechanice!

Kaiju Kazoo (work in progress) video is up!



Mechanice (close to finished) video is up!

Tuesday, August 28, 2012

Animated Signs and brain overlords

Here's a logo and some animation for the brain overlord police billboards. The blue is for normal gameplay and the red is for when a new wave is spawning in. Since there are tiny kazoo people and giant brains riding around in roboceratops' , the brains are ruling over the kazoo people.... maybe that's why the Kaiju is created, to free them? (and then it backfires when the kaiju destroys everything, not just the brains).




Sunday, July 29, 2012

2D Kaiju

Here's some color ideas and the general look. Trying to stick with the blue and yellow/tan colors. Looks even cuter/more stylized now... maybe a bit ironic that it's stomping on a city.


Tuesday, June 26, 2012

Instructions pop up

Here's a first pass at the instructions pop up, trying out some different ways of doing text to mix things up. The blue bit with the full kazoo character would normally be  AR and this would be overlayed.

As for the kazoo, I tried exaggerating it and messing with locations/proportions of elements to give it a upbeat sidekick "personality" (as much as a simple object can have through pose). The circular bit looks kind of like an eye, so I made it like it's "looking" at you as an attempt for more character. For animation. I'm leaning towards kenny from south park... kazoo noises and bouncing around, but no mouth moving.


Saturday, June 9, 2012

MechaTriceratops

MechaTriceratops work in progress. There is a bit of an issue with transparency in unity that I'm working on, but I thought I'd post it up now so you can see where it's headed and give any feedback.





Friday, June 8, 2012

We're in Game Developer Magazine!!!

Kaiju Kazoo is featured in a full-page ad! A huge thank you to David Bayzer for creating the image and designing such awesome 2D art. Thanks to Joe Elsey for modeling the Kaiju. Thanks to Joe Stramaglia and Paul Brom for taking the photo to build off. Thanks to the rest of the team for programming, designing, and helping make such a unique and appealing game come into the world. The ad will print next month and be in the career guide issue. Congrats everyone! This is a cool moment of recognition.

Thursday, June 7, 2012

Color Scheme Generator

Forgot to post this, but it's a handy color scheme generator.

http://colorschemedesigner.com/

Good for finding colors that will work well together once you know where you want to start, it'll show you all the traditional schemes and let you experiment a bit.

Thursday, May 31, 2012

AdvARtisement mockup


 Shows new dust effects. Hopefully I'll have a chance to polish it a bit more, feedback is appreciated.

Tuesday, May 29, 2012


Crazy kazzos at http://www.digiserve.com/kazoo/KAZOOS.HTM

Kaiju Kazoo Prototype - Robert

So I did some searching on the net for "Tokyo Skyscrapers With Antennas" And I found a building that looked exactly like our prototype but flipped upside down and colored slightly differently.

I think this guy would be a great prototype for our AR stand and we could easily put wood around the metal shaft and turn that into an Antenna. We may have to do a little art in game to add a thrid level building into a skyscraper antenna but it would definitely help make things relate to the game!

Check it out:
Here's an imagined model of how it would look if we arted it up as our stand.

http://ployer.com/archives/taipei101.jpg (link to the original building)

Kaiju Kazoo Stand - Wood Capabilities (Logan)

Wood Burning

---------------------------------------------------------

Wood Routing/Edging


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Building Idea - Chrysler Building


Kaiju Kazoo Sound - Basic Doc


Kaiju Kazoo Sound Doc

(* = complete, near complete)

------------------------------------------------------------------------------------------------------------

Music:
- Menu * (double check/clean seamless loop)
- Gameplay * (double check/clean seamless loop) (edit patch)

------------------------------------------------------------------------------------------------------------

Sound FX:

Kaiju
- Kaiju Run
            [Foley- beat on chair/gravel/pavement]

- Kaiju Roars
    + Kaiju Gets Hit by Enemy (When Kaiju is hit/damaged by enemy)
            [Roar layered with kazoo sound]

    + Kaiju Hits Enemy (Successful combo/triumphant roar)
            [Roar layered with kazoo sound]

- Kaiju Crash into Building
    + Success
[Similar to “Kaiju Hits Enemy”]

    + Failure (Rebound off building)
[Roar, gut sound “oof,” growl, Foley- hit cement/stone]

- Speed boost? (Link with “Kaiju Hits Enemy”)
            [Kazoo sound rise in pitch, “woosh,” flat tone rise in pitch with kazoo sound]

Enemy
- Enemy Run
            [Mechanical sound- Weed-whacker starting/running]

- Enemy Dying
            [Mechanical Roar, Tug Boat underlay, Kazoo underlay (very high low pitch)

- Enemy Spawn?
            [super short kazoo theme/pitch ( used like a war horn)]

Environment
- Building Fall/Explosion
[Crumble, Foley- dropping/shuffling stones, Explosion]

- Building Spawn?
[Crumble, Foley- dropping/shuffling stones, super short kazoo theme/pitch (used like a horn)]

Getting jealous of David's textures, so when I made the Kaiju Egg, I painted it in Zbrush.  Showing it off before David makes it look better.  The egg will be one of a few that will tumble around in the Hollow Kazoo model.

Possible Mechanice logo


Kaiju Kazoo - 5/29/12 ~ (3:18 am)


  • you move faster
  • enemies spawn over time
  • crashing into enemies causes you to shrink
  • hitting them from behind makes you grow
  • buildings grow faster & have different heights
    • (they still don't really do anything)

Tuesday, May 22, 2012

Kazoo Stand Prototype



Mechanized Triceratops Head for Kaiju Kazoo.  Un-textured.

Kaiju Kazoo Gameplay Video


    1. Game starts with a tap to the screen.
    2. Kaiju moves toward the bottom of the screen, in whichever way the marker is tilted.
    3. Kaiju's size gauge slowly goes down in the top right of the screen
      • every 5 seconds, he shrinks to 4/5 of his current size
    4. Kaiju's size affects his mass and momentum
    5. Buildings are destroyed when hit by Kaiju
      • this will award points
    6. Patrolling enemies are destroyed when struck in the back by Kaiju
      • this increases Kaiju's size and will award points
      • head to head collisions are currently ignored
    7. Game ends when the size gauge reaches zero

Saturday, May 19, 2012

More Kaiju Kazoo art


The modular skyscraper and the kaiju run models and texture are up on perforce, I'm going to keep adding textured stuff over the weekend like clouds, lights, street light, and building construction assets.

Also, I subdued the kaiju's colors to be more like the one in the concept art rather than the character sheet. 

As far as using the skyscraper, Joe made it modular, so you can stack parts and rotate them to get a different look (i.e. the plain floor has two ground floors, a mid floor with large windows, and a plain flat wall.More colors will be added later in addition to reversed normal models for the outline.

I.e. here's the four sides of the plain floor, just rotate it to what you want and the flatten it in unity to get the 2d with depth look.


Thursday, May 17, 2012

Mechanice Opening Scenes DRAWOUT


Each side has a virtual button that reacts differently. (we can totally do other stuff like easter eggs on the faces we don't use for buttons).

When play is pressed, resume last puzzle or start the first if you haven't played before.


Cube freezes and breaks when exit is pressed.


On Credits, lots of little blocks come out with names/photos/roles on each little cube for credits.

Mechanice - Basic SlideMechanic SFX

This is a compilation of variations on the basic slide mechanic.

Wednesday, May 16, 2012

Kaiju Kazoo - Possible "Gameplay" and "Opening Screen?" Music

Let me know what you guys think, whether this is on the right track or not. Anything can be changed. And if you hate it from the get go, at least listen to the hand percussion part at 0:38, 'tis fun methinks.

AR mechanic videos

Here is the channel with all the ar videos of previous mechanics, if for some reason you don't enjoy my calming sexy jazzy voice then by all means mute it.

http://www.youtube.com/user/tjmolinski?feature=mhee

Tuesday, May 15, 2012

Purifice (working title) Prototype Video

Here it is! Recorded in class today,  we have a video of the prototype working with the cubes rotating around our multi-faced tracking object. After playing with the toy today, we realized we need to get a smaller cube to play with, but otherwise the toy was fun, responsive, and interesting to interact with!


Cube Art Vid

This is what I showed in class. Still some things that need adjusting specifically the level of transparency and getting the inside gears / objects to be more visible and distinct.


http://arstechnica.com/gadgets/2012/05/augmented-reality-tank-can-blast-holes-in-real-surfaces/



This looks really cool.

Kaiju Kazoo Art Priority List

Task List:
Listed in order of necessity.

Art:
1. Kaiju Animation
2. Buildings Textures / Models
3. Enemy
4. Kaiju Effects / Particles
5. Logo AR Marker
6. UI 7 digit scoreboard inside kazoo
7. Floating Score Points (destroyed buildings enemies)

BG textures
Clouds
Street Lights
Light Sprites

Monday, May 14, 2012

Kaiju Kazoo Design Doc. v 1.2


Kaiju Kazoo
Game Design Document
v 1.0
Theme: A Kaiju comes out from the depths of Earth to destroy and rush through the upbeat, Japanese like city. The art style is cardboard paper cutouts with vibrant colors.
Beginning: When the player rotates the kazoo 360 degrees the game will initiate. The kaiju exits from the top of the Kazoo which represents his lair.
(have decided this is unneeded)
Mechanics:
Movement ->Moving Kazoo "tilting left and right"
- The Kaiju will move in the direction of the kazoo's tilt. The more extreme the angle, the more extreme the velocity will increase.
- The faster you go, allows the player to destroy buildings at an easier rate. When the player destroys a building they gain points as well as growing larger.

First Level Buildings are worth 100 points.
Second level Buildings are worth 200 points
Third Level Buildings are worth 300 points.
Combo Multiplier:
When destroying multiple buildings in a set window of time players can get a score increase based on the amount of buildings destroyed Example: 1x normal rate 2x: double points 3x: triple points … Combo ends when buildings haven’t been destroyed in a set amount of time..
(this is the last implementation, if we have time this will be in)

- To increase the player’s health, which is represented as "size" the player must defeat the enemy tanks and knock over buildings. The Kaiju starts at 5 units his max is 10 units in height. Every building / enemy he destroys adds 1/2 a unit of height. If its Third Level Building then its a full unit of height.
-The player’s size decreases over time. The rate at which its size decreases is set by the amount of time elapsed. The first minute is 1 unit every 2 seconds. The second minute is 2 units every two seconds. The third minute is 3 units a second.
Enemy:
- Triceratops head on a wheel:
- Behavior is that of a tank. It spawns and picks a random direction of either left or right. After a given amount of time, the enemy will stop moving. A short timer will commence and while the timer > 0 stay still. When the timer < 0, reverse velocity and continue path. Repeat until death.
(should their path stop? this may make it too difficult to kill the enemy)

- When a enemy is destroyed the player’s health is increased by +250 points.
- When the player collides with enemy from back the enemy is destroyed. The players gets bigger by 1 unit.
- When the player collides with enemy from front, players size is reduced 1 unit and the  enemy is destroyed.
- Enemy spawn: Enemies spawn out of the ground in random positions at a random interval of (x).
Player death: All enemies disappear, player ends, and buildings appear at many positions. Must rotate object again to reinitialize game.
Sound:
Pop, upbeat, kazoo, goofy

Charge Power : When the player has destroyed three, three level building, the charge power up is acquired. This power will start a invincible charge from the starting position all the way around the kazoo and ends at the starting position of the power up.

While in the power up the player is unable to control the kaiju and the kaiju is invincible to all damage. Whatever the player collides with in this mode, the player will destroy.

Thursday, May 10, 2012

Purifiss: Gameplay at the ground level.

So thinking about it the last few days it seems as though the core of our game is pushing blocks and generally by pushing them they rotate or cause rotation of their entire set of blocks.

I think to start, our goal for gameplay and for completing the game should be to have multiple stacks of blocks in which each stack has a varied set of blocks when it comes to the color of each separat block. The goal is to make stacks of 3-4 (haven't decided yet) blocks of the same color on a side of the main center cube that has the corresponding color. This could be done by lining up all the blocks of the same color or perhaps lining up the blocks of two different colors that make up that color. I think either one of these could work on their own or together.

FOR NOW: Let's simply have it where you match up 3 or 4 blocks in a stack of the same color as a face color of the center block.

We can then move from there and come up with different complexities and nuances that will bring the game real flavor and interest. Having watched David play with this current setup has lead him and I to realize that this alone is complex enough as it is. (It actually is kind of fun already.)

To "beat" the game you simply complete each face of the center cube. Once a side is complete it turns black, but more cubes of varying colors pop out of it so that you can use them to continue completing the other sides. Once all the sides are black you win.

Ideas for the future:
-The ability to combine blocks of the same color. Maybe you need to stack boxes according to color AND size. So in order to make some of the blocks the appropriate size that you need in your cascade or stack you must combine others to make "big" blocks. Limit this to 3 or 4 sizes.
-Being able to "scroll" through stacks of blocks. This in fact changes their sizes as the ones on the bottom are always large and so on.

Wednesday, May 9, 2012

New Mechanical IceCube Music

This is completely new from what I presented in class on Tuesday and could be possible gameplay music for the "IceCube" Puzzle.

Tuesday, May 8, 2012

Kaiju Concept Art/Logo



Here's some concept art of the Kaiju, logo, and the overall appearance.