Friday, September 19, 2014

Small Update 1

  • Me and Axel after some discussion came to the conclusion that we would fix the rotation of the screen to be left landscape and not have it rotate depending on the way that the phone is being positioned. The solution would not have been that hard, it would just have been to reverse the x,y coordinates of the phone, and adding an rotate/resize method to evoke on a gyro rotation activity, everything else would probably have stayed the same. - Steven
  • Maybe the option to spam the touch/jump button or the frog will go out from the screen and the player will lose.

Wednesday, September 17, 2014

First animation!

This is only a concept of how the frog could look like when it's jumping. We can also see the style we are aiming for which uses only triangles in this example, but we are thinking about having squares and maybe circles to make it easier creating more variety of objects. 


Tuesday, September 16, 2014

Testing collision detection with Geometry ShapeRenderer

The LibGDX engine has an inbuild shaperenderer class that makes it easy to debug geometry. In fact it is so easy to create rectangles and circles and test the collision between objects. The math to position the shapes to the objects is an entirely different matter though.

The picture here is collision debugging in a flappy bird tutorial.

Friday, September 12, 2014

Time Plan Gantt

So our first time plan has been established. Deadlines are set. Some things might need to be changed as the project progresses, but this is a good initial time plan.


Link to latest TimePlan: https://docs.google.com/spreadsheets/d/1KKB05FOYks7ZnR2pYFFfrSyAKJx2YV0ctpKIeBQiT_g/edit?usp=sharing

Wednesday, September 10, 2014

Requirements specification

Axel and I did a preliminary requirements specification to get a good overview of the game’s structure. It shows the requirements we need to fulfill to get a basic, runnable game.

Here is a link to the full document

Inspirational graphics

We have been looking for games that has nice and sexy graphics to take inspiration from. Most of them is successful smartphone games that has quite distinct graphic.

 Badlands has really nice background graphics with different layers to create a feeling of distance.
 Guacamelee has smooth animations
Ridiculous fishing has some weird but characteristic graphics which really stands out.

Tuesday, September 9, 2014

Project Goal! And LibGDX!


The goal of the project will be to create a smooth/performance good game that runs on both iOS and Android. Now there are several ways to achieve this, but we have chosen to go for the Java cross-compiling framework LibGDX API. One of the strenghts of LibGDX is that we do not require emulators to test our games, even though it also supports it. We can run the games in a desktop environment that will be more or less identical to the gameplay on android and iOS devices.

Our game has to have some elements which creates addictiveness, and let players feel the need of achieving higher and higher high scores, the mechanics has to be simple, but the control has to be precise.

The dream goal is to get this implemented with Facebook, so that you can login to facebook and see the high score of your facebook friends. The possibility to invite your friends to play through facebook would be nice, but research has to be made if it is possible to do that without having to create a facebook app. Although LibGDX does support HTML5, that is not something that are within this project goals.