The fonts employed in our game can be found at the following locations:
https://www.dafont.com/go-wild.font
https://www.dafont.com/ghoulish-intent.font
https://www.dafont.com/ghoulish-fright-aoe.font
Programs Utilized:
Visuals Modified on GIMP, Adobe Photoshop
Synths generated and music produced using Caustic 3
Sounds edited on Avid Pro Tools
Programmed with VS CODE
Game Engine Employed: Unity
Tuesday, November 21, 2017
Week 10: You are the Wind in my Sails, Brian.
As this particular journey of kalamari inC appears to be nearing its conclusion, my romantic spirit turns to whimsical tales of nautical expeditions and fantastical voyages, as I consider the very spirit with which they yearned for the unknown.
No, this is not the end of this adventure, there is so much left to be done- as a game, as a team, as individuals, and as creators.
Horizons are as elusive as they are pristine, and I am endlessly blessed to pursue them with this remarkable hearty crew. I am honored to sail by their side, and they serve as a boundless source of inspiration and joy. It is because of them that I would be content to never reach the horizon, as they have taught me to accept the gentle guidance of the tides.
There have probably been hundreds of authors who have written similar things, but WAAAAAY better. My goodness, I am so melodramatic sometimes. At least the running nautical metaphor sort of paid off.
______________________________________________________________________________
*Ahem* now, as far as the creation of Fingers Crossed is concerned, my role was largely twofold.
First, I created the in-game music, mostly using "Caustic 3," a music creation software/ synth editor.
Second, I wrote a large portion of the script which we handed to our talented voice actor to complete the lines for "Mr. Face."
Less notably, I also performed some more minor sound editing for a variety of our supplemental sound effects, and lent my dulcet tones to the game myself in the form of guttural, vaguely euphoric grunting. I also pride myself in being the sole defender of justice in this universe, as without me, this game would have contained a simply unacceptable quantity of rhyming. Honestly, those rhyme schema would have proven downright irresponsible, but due to my interference, it is not so unwieldy.
No, this is not the end of this adventure, there is so much left to be done- as a game, as a team, as individuals, and as creators.
Horizons are as elusive as they are pristine, and I am endlessly blessed to pursue them with this remarkable hearty crew. I am honored to sail by their side, and they serve as a boundless source of inspiration and joy. It is because of them that I would be content to never reach the horizon, as they have taught me to accept the gentle guidance of the tides.
There have probably been hundreds of authors who have written similar things, but WAAAAAY better. My goodness, I am so melodramatic sometimes. At least the running nautical metaphor sort of paid off.
______________________________________________________________________________
*Ahem* now, as far as the creation of Fingers Crossed is concerned, my role was largely twofold.
First, I created the in-game music, mostly using "Caustic 3," a music creation software/ synth editor.
Second, I wrote a large portion of the script which we handed to our talented voice actor to complete the lines for "Mr. Face."
Less notably, I also performed some more minor sound editing for a variety of our supplemental sound effects, and lent my dulcet tones to the game myself in the form of guttural, vaguely euphoric grunting. I also pride myself in being the sole defender of justice in this universe, as without me, this game would have contained a simply unacceptable quantity of rhyming. Honestly, those rhyme schema would have proven downright irresponsible, but due to my interference, it is not so unwieldy.
Beta Milestone
What I did:
Everything short of art and sound assets. Except I edited the assets to make them work. Then I guess some of the assets. I just like saying ASSets.
For real though I coded and implemented everything in the game, worked on design, playtesting, some animations, etc.
What we didn't do:
We had some sound assets I grabbed like months ago and did not remember the links to anymore so we replaced those at 3 am. *high fives face*
So basically nothing unless u count the software packages we used to make it. Personally, I used Unity, GIMP, Audition, VS Code.
What we still need to do:
POLISH.
Color Palletting.
Re-record dirty audio.
Nuke the code and start over.
How much of that will get done before festivals? I'm taking bets....
Woot! 3rd blog done! How many was I supposed to have?
...
Well, its a start.
-J
Everything short of art and sound assets. Except I edited the assets to make them work. Then I guess some of the assets. I just like saying ASSets.
For real though I coded and implemented everything in the game, worked on design, playtesting, some animations, etc.
What we didn't do:
We had some sound assets I grabbed like months ago and did not remember the links to anymore so we replaced those at 3 am. *high fives face*
So basically nothing unless u count the software packages we used to make it. Personally, I used Unity, GIMP, Audition, VS Code.
What we still need to do:
POLISH.
Color Palletting.
Re-record dirty audio.
Nuke the code and start over.
How much of that will get done before festivals? I'm taking bets....
Woot! 3rd blog done! How many was I supposed to have?
...
Well, its a start.
-J
Monday, November 20, 2017
Week 10: ITS OOOOOVVVVVVVVVVERRRR
I don't have anything profound to say. We've had our ups and downs, but in the end, we made something that I don't think any of us has made before. A party game. It's been quite the journey, and I hope our friendship doesn't end here.
-------------------------------------------------------------
As for what I contributed....
That's the background art -the main menu, settings menu, and buttons (excluding the font which Daria font and placed)- and the end screen. Oh, the wonderfully awkward end screen. It's a beaut. Although technically not for this class, I did a bulk of our playtesting documents, and with Justin's more eloquent wording, we relayed our findings & experiences from our playtesting class back to our team here in game mod.
Watch the video
Download Here
Or use the links below:
https://youtu.be/DOBucUyjoSk
https://untamedarts.itch.io/fingers-crossed?secret=uvLcrvy5t40ColQiDATW3OshQ
-------------------------------------------------------------
As for what I contributed....
That's the background art -the main menu, settings menu, and buttons (excluding the font which Daria font and placed)- and the end screen. Oh, the wonderfully awkward end screen. It's a beaut. Although technically not for this class, I did a bulk of our playtesting documents, and with Justin's more eloquent wording, we relayed our findings & experiences from our playtesting class back to our team here in game mod.
Watch the video
Download Here
Or use the links below:
https://youtu.be/DOBucUyjoSk
https://untamedarts.itch.io/fingers-crossed?secret=uvLcrvy5t40ColQiDATW3OshQ
Thursday, November 9, 2017
Week 9: The Most Precious Treasure
We had a playtest
For which I prepared cookies
They had spooky face
Wednesday, November 8, 2017
Week 09: Playtest
We had another playtest today. It went pretty well, but
we did not have as many people show up as we did last time (eighteen last time as
opposed to the seven or eight we had today). That’s not too much of a problem,
we’ll probably get a few others over the weekend –maybe.
Things we learned: People enjoy the prompts, both visual and audio prompts. The voice actor did well in delivering lines –definitely kept people interested. The visuals work well with the theme. And the game runs pretty smoothly –except for the time where the visual prompts were not popping up for some reason. That’s something we’ll have to go back and check on.
Things we will change and/or do: Art-wise we might add a few things here and there. Specifically looking at the main menu, we might have the background slowly spin. We were thinking of adding a summoning circle in the beginning and having Mr. Face pop out from it. We will have to mess with the audio a little more, tweaking the levels of various pieces. Maybe changing the background music a tiny bit.
Things we learned: People enjoy the prompts, both visual and audio prompts. The voice actor did well in delivering lines –definitely kept people interested. The visuals work well with the theme. And the game runs pretty smoothly –except for the time where the visual prompts were not popping up for some reason. That’s something we’ll have to go back and check on.
Things we will change and/or do: Art-wise we might add a few things here and there. Specifically looking at the main menu, we might have the background slowly spin. We were thinking of adding a summoning circle in the beginning and having Mr. Face pop out from it. We will have to mess with the audio a little more, tweaking the levels of various pieces. Maybe changing the background music a tiny bit.
Most of what we are doing now is just polishing the game
up as is rather than adding anything new that we haven’t talked about before.
Things are looking good so far.
Things are looking good so far.
Tuesday, November 7, 2017
Week 08: We Gettin' There
I forgot to do my blog post last week! That's ok I guess, since I feel we're getting close to a "complete" game. I say complete with hesitance only because there's always MORE we could do to make the game feel complete and better, etc.
I'm not really sure what to say. We've got the voice lines now. Justin is working hard on the programming and it's looking great. Daria made the prompts and Charlie made the music, Anna and I are pretty close to being done with the art as well. Everything is coming to a sort of ENDING moment which is really nice.
I wish I had more to say. I don't even have a skeleton to post here since I'm on a school computer. You'll all have to suffer with NO SKELETON this week.
I'm not really sure what to say. We've got the voice lines now. Justin is working hard on the programming and it's looking great. Daria made the prompts and Charlie made the music, Anna and I are pretty close to being done with the art as well. Everything is coming to a sort of ENDING moment which is really nice.
I wish I had more to say. I don't even have a skeleton to post here since I'm on a school computer. You'll all have to suffer with NO SKELETON this week.
Thursday, November 2, 2017
Week 09: Another day another blog
Last week: I redid the title screen and parsed out its parts properly. I started remaking the prompts with the new fonts.
This week: I (and Anna) are finishing all remaining prompts
This week: I (and Anna) are finishing all remaining prompts
Week 8: Turning the Tide
With most of the major hurdles overcome, the last leg of our voyage commences, driving us in pursuit of theoretical perfection. Special consideration is being given to improving the clarity and adjusting the persistent tone through narrative and character interaction.
Perhaps the front line of this gruesome conflict will be the ear, and as a result of my inefficiencies with composition and music production software, it is becoming more and more strenuous to modify the tone on the fly. While I finally feel comparatively at ease with the background music that I created to play during the main game, it quickly became apparent that the key I wrote in was a trifle too sinister to suit our purposes, but regrettably, without some careful transposition, it is largely too late to modify. The most meaningful method of improving the music will be adding additional voices to add a layer of charm or whimsy in an attempt to curb the fear factor.
Additionally, I am going to record upright bass and jazz snare with a musician friend of mine this weekend (assuming he doesn't cancel on me again, which is an unfortunate plausibility), which will lead to a very interesting main menu version of the main theme from the other background music. I am hopeful that the addition of this element will be a huge step toward making the game seem more... marketable.
Perhaps the front line of this gruesome conflict will be the ear, and as a result of my inefficiencies with composition and music production software, it is becoming more and more strenuous to modify the tone on the fly. While I finally feel comparatively at ease with the background music that I created to play during the main game, it quickly became apparent that the key I wrote in was a trifle too sinister to suit our purposes, but regrettably, without some careful transposition, it is largely too late to modify. The most meaningful method of improving the music will be adding additional voices to add a layer of charm or whimsy in an attempt to curb the fear factor.
Additionally, I am going to record upright bass and jazz snare with a musician friend of mine this weekend (assuming he doesn't cancel on me again, which is an unfortunate plausibility), which will lead to a very interesting main menu version of the main theme from the other background music. I am hopeful that the addition of this element will be a huge step toward making the game seem more... marketable.
Week 08: Jackbox Party Pack Party
I can't think of anything to write. I've added more art. We've added some more sounds and replaced others. The main menu looks brilliant. Gracie did a great job with the button faces. Daria picked an awesome font which is used throughout the game. Charles has been working on the background music which he keeps saying is not great, but I love it. And Justin is a goddamn robot.
On a different note, most of us (plus some from other groups) hung out over the weekend and spent the entire time playing games like Quiplash and Monster Seeking Monster. It was a great bonding moment. Also, party games are awesome -which is why we're making one.
That's all I have.
Oh and some leftover homemade truffles which the team might kill me to get.
On a different note, most of us (plus some from other groups) hung out over the weekend and spent the entire time playing games like Quiplash and Monster Seeking Monster. It was a great bonding moment. Also, party games are awesome -which is why we're making one.
That's all I have.
Oh and some leftover homemade truffles which the team might kill me to get.
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