Monday, September 6, 2010

Video Intro Test - *Check*

It’s a long weekend, Labor Day. And it’s been a pretty productive one.  You may even say I’ve been “on a roll” (I should probably find some wood to knock on).

Load/Save
I’ve created a custom data class for save game data and successfully saved the data with an initial “hit S to save” test. Obviously, not the final method but still…a good first test.

Video Playback
This one actually went a lot smoother than I’d ever imagined given the amount of steps and specifics of it. Anyhow, I created a test video several seconds long, exported it, imported into Deep Blue and even hooked up inputs for a smooth audio and video fade to black when the player ‘skips’ the video.

I think I’ll probably still have to tweek the code so it doesn’t stretch when going to alternate resolutions (right now it’s filling the screen by grabbing the dimensions of the viewport), but that shouldn’t cause any problems.

New Enemy Attack Effect
The storyline of Deep Blue has these gigantic jellyfish that are electrically charged. The warnings are that coming into contact with said jellyfish could potentially short out the MANTA.

So, now when the player’s ship hits a jellyfish the player loses the ability to control his ship for 5 seconds. This is indicated visually by the lights on the ship going out.

It seems to have worked out pretty well and definitely is a hazard for the player.

Play, Play, Play
The core game mechanics are all in now and (it seems) working properly. So now it’s time to play. Serious game play testing has begun time to see how people react, how the play feels and adjust the overall game attributes and see if there’s too little, or too much.