Well its been a while since my last blog and despite this ungodly time of morning, insomnia and fresh ideas seem to be a bad combination. So I'm sat here to crack open my can of update and spill out the fresh ideas and on-going projects.
I suppose the most neglected module on this blog has been the group effort that is 'Animal Frenzy' so I shall delve straight in. After me and Nicola's original concepts for the KS1 game, the beast that is Animal Frenzy has very much come to fruition. With a vertical slice finished, our team is assigned; Tom and Dan using their talents to paint out and deliver the outstanding aethetics which without would leave the game drab and untrue to the original designs. Steve and I are working on collecting the sounds for the animals, the music for the levels and the ambient noises that will create an atmosphere for the particular scenes. Last but certainly not least is Nicola who is working (IMO) on the hardest aspect of this game, the coding; and proving herself completely, showing in the v-slice that this game will play out almost exactly as we had first imagined it.
So with the v-slice complete, the remaining levels will be much easier to attend to in the remaining two months we have to complete the project. Currently we have a reading week awaiting our hard work (blood, sweat and many, many tears) to put together more and more assets of the remainder of the game. I think I speak for the whole team when I say that it was a relief to get the v-slice finished as the rest of the game will just follow suit now, but watch this space for more developments. . .
A couple of entries back I also mentioned the solo flash game, which has taken time to manifest itself. Based on what I believed myself capable of with the coding, the idea for the game was changed several times but ironically, the first idea was the one that suddenly seemed clearest. After enough attack of insomnia and brutal ambition the project was finally started and is headway into becoming (dare I suggest it) actually something rather decent. Still using the premise of playing as the bad guy, the game (which so far remains nameless) provides the player the chance to play as a demon, fighting through waves of evangelical enemies, in order to destroy all that's good with the world. So far the player can move with the WASD keys and look and aim with the mouse. With a start to the necessary artwork and hopefully some pretty nifty animations in the works, here is a shot of the game so far.

The crash course in flash is a slow but certainly progressive one and with fingers crossed hopefully this will be the start to a healthy relationship with Adobe Flash. It certainly hasn't been so far.
We are also tackling 3D modelling which is definitly exciting, an area I have had some experience in for personal projects and an area which I am more confident in. I have chosen to model Matt Smiths (a.k.a Doctor Who) Sonic Screwdriver. Fairly simple in design but with some challenging detail that I hope will look really cool in the final render. Time has been spent so far getting to grips with the software 3DS Max, an application I have read about many a time but never had the oppurtunity to sample. Many functions seem similar and/or exactly the same to other 3D modelling softwares but for the best possible result I reckon testing the waters of this foreign program is the safest way to go before I pour in all my effort for the actual Screwdriver model.
We are also working on storyboards, character biographies and scripts all rolled into a neat little package for an effective method of telling a story. Luckily I was blessed straight after christmas with a rather in-depth and chunky idea for a story, of which I'm currently working on wrestling to the pages of this project and a story which I hope will translate to the audience in the final composition. Not to go into too much detail (perhaps I will blog the finished storyline for y'all to have a look at) but the story involves a dark protagonist working for underworld mafias and mobs unveiling a nasty international conspiracy which our fateful anti-hero soon realises has placed the entire planet and human race in threat of extinction. There are a few scenes that I will work on that will create some powerful drama for the audiences to watch but this is work in progess and I will post relevant information and artwork soon to provide a better understanding of what I'm trying to achieve.
Another essay is also in the works for how problems arose and were conquered within the group project. It is my intention to produce a rather revealing journal of some of the inner workings of 'Team Frenzy' which will clarify in a professional way my first experiences of a team effort in the games design field. Should hopefully make for an interesting read, if anything to compare to other groups, I can't imagine that we've been the only group struggling with. . .well. . .many variable issues.
Finally, the blogs. Sugar sweet when you eventually get round to writing one, I shall try and use the reading week as a chance to build a comfortable momentum that is easy to maintain in the oncoming and final weeks of this semester.
Well that wasn't so bad. At least now I can collapse knowing I've elaborated the topics buzzing round my head and knowing that this can be a strong start to a head-on flurry of tackling the rest of the work required to complete these modules. *Exhales deeply*