Monday, November 12, 2012

Week 3 Update

I focused and really cranked out a ton of code this week.  I'd learned a lot from the previous week (even if I got hardly any code out) and I finally feel like I at least somewhat understand how to use HTML5, CSS, and Javascript.  Javascript in particular really isn't that bad since it feels identical to Java for me, which is easily the language I'm most comfortable with.

In the end, all my work on canvases the previous week was thrown out since they we're being too annoying.  I have a background image that's fixed, a character image that sits on top of it, and the arrow for the gauge that I draw in different positions depending on the situation.  6 buttons on the bottom of the screen allow the player to control the conversation, although we don't have any actual dialog.  Instead we simply have placeholders indicating if a button is a positive, neutral, or negative response.  Depending on which is clicked, the character will smile, look neutral, or frown and the gauge will move in the correct direction (or not move at all in the case of a neutral response).

AB was working on the navigation, which is working, but as of right now still needs the last few touchups to get the days of the week and conditional characters based on those days in.  We'll easily be finished by Wednesday for the presentation to the client.

In terms of the game itself, I feel that it does have the potential to be very fun, the issue in us attempting to convince people of that is that it's missing the conversations which are what drive that fun and play.  I feel like we've done a good job of setting up the entire framework of the game, however, and hope that it will be apparent how they could create conversations for it since they're much more experienced in the subject.

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