Hi guys, Coballz - and the rest of the crew this time - with a quick update, letting you guys know that the Downloads-page has been updated with a download link for Moképon, so should you want to download it, you can download it from there.
BHOE signing off~!
Better Half Of Epsilon
Better Half Of Epsilon - At your service! This webblog and its content are part of an educational project done during a course in the computer science curriculum at Utrecht University. Its sole purpose is educational and there are no commercial interests involved. We carefully checked all material to make sure not to violate any copyrights or other legal rights. If inappropriate content is used accidentally, please inform us and we will be happy to remove it promptly
dinsdag 28 januari 2014
maandag 27 januari 2014
Promotional Video
Hi guys. Coballz is back here to day with a quick post. Since the project is coming to a close, we're wrapping up on our promotional material, as well as me whoring us out a bit and putting in a good word for us because we are obviously not only the Better Half of Epsilon, we're the Better Half of the Entire Gaming Industry... wait whut?
Anyways, our promotional video:
Our awesome promotional video. Not only does this include a few select screen captions from within the Moképon game, it features the Wiimote control system, Moképon exclusive gesture recognition, the renewed Outskirts Mokécentre, our 50 brand new exclusive Moképon, and much more. Check it out for a sneak preview of our game before its "grand" release!
Coballz signing off~!
Anyways, our promotional video:
Our awesome promotional video. Not only does this include a few select screen captions from within the Moképon game, it features the Wiimote control system, Moképon exclusive gesture recognition, the renewed Outskirts Mokécentre, our 50 brand new exclusive Moképon, and much more. Check it out for a sneak preview of our game before its "grand" release!
Coballz signing off~!
zondag 26 januari 2014
Artworks yay!
What's up, peeplz. Coballz here bringing you a short story on one of our main implementations into the new Moképon game: gesture recognition. We implemented gesture recognition as the main way to interact with your Moképon by having to act out the commands you give them for them to act out what you want them to (makes sense, right?).
The idea was to implement the Wiimote into our game. After being informed of the possibilities that our game and the Wiimote had, we decided to pair the Wiimote to our mouse, and the buttons on the Wiimote to the mouse buttons. While the game works just fine without the Wiimote, the Wiimote works as an added feature to the game.
What else is there? Yes. Artwork. The art department wanted me to get a few good art pieces out in the open. I don't want to divulge too much, you'll just have to play the game for yourself to see most to all art, but a few original pieces from each of our Fierce Five's arsenal:
Appriest, the Priest Moképon. Wielding immense power through years of silent meditation upon the hills or the Macro region, Appriest is, and conjures, a force to be reckoned with. Prepare yourself to seeing one of these when encountering the Fierce Five's Bram.
Draqua, the Water Dragon Moképon. In silent wait they lie in swamps and marshes, waiting to pounce on unsuspecting prey. This powerful lizard uses the elements... as well as its long tongue to catch both its prey... and you. Quite like the Fierce Five's Midas, to be frank.
Pingfu, the Penguin Moképon. One of the last of its kind and one of the very few penguins to have both mastered kung fu and fire, they singlehandedly make a deadly combination. Even more so when paired with the Fierce Five's Dimphy.
Dawnark, the Morning Bird Moképon. You can see flocks of these flutter around early in the morning. Their beautiful colors often remind spectators of good things from times past. Of course, when the Fierce Five's Merle uses this bird against you, you'd best believe all those times will soon belong to the past.
Bouldagion, the Colossal Rock Moképon. Being the densest Moképon in the Macro region doesn't make it any less powerful. Doing nothing gives time to lift, ya know. Sporting a number of toxic spikes, this colossus will hurt you one way or another when encountered with the Fierce Five's Nigel.
Just a few pieces from our amazing artwork, combined with the Ministry of Puns for the lore. Don't forget to spot 'em all. There's no catching in this game, only spotting. Or getting destroyed by 'em. That works too. Counts as spotted, I guess. Coballz signing off~!
The idea was to implement the Wiimote into our game. After being informed of the possibilities that our game and the Wiimote had, we decided to pair the Wiimote to our mouse, and the buttons on the Wiimote to the mouse buttons. While the game works just fine without the Wiimote, the Wiimote works as an added feature to the game.
What else is there? Yes. Artwork. The art department wanted me to get a few good art pieces out in the open. I don't want to divulge too much, you'll just have to play the game for yourself to see most to all art, but a few original pieces from each of our Fierce Five's arsenal:
Appriest, the Priest Moképon. Wielding immense power through years of silent meditation upon the hills or the Macro region, Appriest is, and conjures, a force to be reckoned with. Prepare yourself to seeing one of these when encountering the Fierce Five's Bram.
Draqua, the Water Dragon Moképon. In silent wait they lie in swamps and marshes, waiting to pounce on unsuspecting prey. This powerful lizard uses the elements... as well as its long tongue to catch both its prey... and you. Quite like the Fierce Five's Midas, to be frank.
Pingfu, the Penguin Moképon. One of the last of its kind and one of the very few penguins to have both mastered kung fu and fire, they singlehandedly make a deadly combination. Even more so when paired with the Fierce Five's Dimphy.
Dawnark, the Morning Bird Moképon. You can see flocks of these flutter around early in the morning. Their beautiful colors often remind spectators of good things from times past. Of course, when the Fierce Five's Merle uses this bird against you, you'd best believe all those times will soon belong to the past.
Bouldagion, the Colossal Rock Moképon. Being the densest Moképon in the Macro region doesn't make it any less powerful. Doing nothing gives time to lift, ya know. Sporting a number of toxic spikes, this colossus will hurt you one way or another when encountered with the Fierce Five's Nigel.
Just a few pieces from our amazing artwork, combined with the Ministry of Puns for the lore. Don't forget to spot 'em all. There's no catching in this game, only spotting. Or getting destroyed by 'em. That works too. Counts as spotted, I guess. Coballz signing off~!
zaterdag 25 januari 2014
New Updated Bios
Hi guys, Coballz here bringing you a short little post to inform you that we now have a new page on our webblog! This one is for our bios section, so if you're interested in seeing who the BHOE are and how we came to be, then make sure to check it out! The tab at the top of the page will direct you there.
Coballz signing off~!
Coballz signing off~!
dinsdag 21 januari 2014
Status Update #3
What's happening, peeples. Coballz here, back with a short little status update. According to our planning, last weekend, was the deadline for a number of things. One of which, was for me to have finished all of the music that had to be in the game. This includes music for the Overworld map, the battle theme, a main menu track and a few others. The art department was supposed to have shipped all Moképon artwork - which it did, and they look freaking awesome - and the programming department was supposed to have the game programmed to the point that it could incorporate Wiimote-controls - which it can.
So we passed all our deadlines, and this is an amazing feat. We've come up with a few new things to do - make a booklet for the game, for example - which are due for coming weekend, as well as having the game completely finished as we would want it. Stay tuned!
Coballz signing off.~
So we passed all our deadlines, and this is an amazing feat. We've come up with a few new things to do - make a booklet for the game, for example - which are due for coming weekend, as well as having the game completely finished as we would want it. Stay tuned!
Coballz signing off.~
vrijdag 10 januari 2014
Status Update #2 - Post-Holidays
Hi guys, Coballz here bringing you another update. Happy New Year! Yay. So, with that out of the way: these last couple of weeks weren't all that progressive for the BHOE. Some progress has been made: a part of the programming got done in this here holidays, and a few pieces from our amazing (you can't deny this) art department got shipped.
The week following the holidays was more productive. A meeting on Tuesday emphasized the fact that we had less than a month left so we needed to pick up the pace. We did this by making a schedule and putting in deadlines for what needed getting done and at what date. The art department shipped more art pieces, the website got a slick new layout, and the programming department got programming with more implemented features.
At the same time, we managed to get a little talk with not necessarily an expert, but someone with more knowledge on the subject of implementing a Wii-mote into a computer game. This lead to us being able to implement this feature in the coming days.
Well, that's as far as this update goes. In the coming days, we'll post a few teasers of what the art department has released internally and what kind of art you can expect to see in the Moképon game.
Coballz signing off ~
The week following the holidays was more productive. A meeting on Tuesday emphasized the fact that we had less than a month left so we needed to pick up the pace. We did this by making a schedule and putting in deadlines for what needed getting done and at what date. The art department shipped more art pieces, the website got a slick new layout, and the programming department got programming with more implemented features.
At the same time, we managed to get a little talk with not necessarily an expert, but someone with more knowledge on the subject of implementing a Wii-mote into a computer game. This lead to us being able to implement this feature in the coming days.
Well, that's as far as this update goes. In the coming days, we'll post a few teasers of what the art department has released internally and what kind of art you can expect to see in the Moképon game.
Coballz signing off ~
vrijdag 20 december 2013
Status Update #1
What's up guys, Coballz here with another status update on our grand Moképon game release. First off, we need to set a few things in order for us to completely appreciate the following status update:
- The game, as we designed it, will implement the Wii-mote as our main source of input. Implementing this, however, is quite a task. Therefore, we have not yet implemented it, and have instead focused on getting a working game as we want it.
- From this point onward, producing new content for the game will prove to be much easier than to actually set up the game to be playable.
With this in mind: status update.
We have a working game! Yes, ladies and gents, Moképon is actually working at the moment. It's not much, granted, but we have a battle scene and damage calculation and such things. While the lead programmers were programming away, we made a few additional changes to the base of Pokémon so that our Moképon experience would be better for those who play it:
- Critical strikes have been removed. For those of you who have played the original Pokémon games, you will know how frustrating it is to crit an enemy when they're at less tham 5%HP, whilst you get 100%-0% from a single crit when you didn't want that to happen. Sucks. So removed.
- Pokémon leveling, as implemented in the original Pokémon game, has been changed. For this game to meet the actual 5-10 minutes gamplay target, we needed to make it simpler, so instead, we changed the feature to where you gain experience upon defeating a Moképon, and after a certain amount of 'wins', the Moképon will evolve or gain a new move, depending on what Moképon it is and whether it can actually evolve.
- Since the storyline of most Pokémon games are dreary, long, and not original (evil enemy team, 8 gyms, Elite 4, legendary Pokémon etcetera), we have decided to have the game focus more on the Battle Frontier part of the game, to the point where the game will be set in a yet to be named region, where you have 5 buildings where trainers await you. Besting all of these buildings and their respective Dealers (see what we did there?), you may advance to the Tower of Golfwang, where the Grand Master Golwfang appears to see if you are a true Mokémon Master.
Implementing these changes will not be nearly as hard as it was to actually create a working game for our midterm presentation. With that in mind, keep posted to be up-to-date with how the coming weeks of free time (holidays yay) will turn out for our game.
Coballz out.~
- The game, as we designed it, will implement the Wii-mote as our main source of input. Implementing this, however, is quite a task. Therefore, we have not yet implemented it, and have instead focused on getting a working game as we want it.
- From this point onward, producing new content for the game will prove to be much easier than to actually set up the game to be playable.
With this in mind: status update.
We have a working game! Yes, ladies and gents, Moképon is actually working at the moment. It's not much, granted, but we have a battle scene and damage calculation and such things. While the lead programmers were programming away, we made a few additional changes to the base of Pokémon so that our Moképon experience would be better for those who play it:
- Critical strikes have been removed. For those of you who have played the original Pokémon games, you will know how frustrating it is to crit an enemy when they're at less tham 5%HP, whilst you get 100%-0% from a single crit when you didn't want that to happen. Sucks. So removed.
- Pokémon leveling, as implemented in the original Pokémon game, has been changed. For this game to meet the actual 5-10 minutes gamplay target, we needed to make it simpler, so instead, we changed the feature to where you gain experience upon defeating a Moképon, and after a certain amount of 'wins', the Moképon will evolve or gain a new move, depending on what Moképon it is and whether it can actually evolve.
- Since the storyline of most Pokémon games are dreary, long, and not original (evil enemy team, 8 gyms, Elite 4, legendary Pokémon etcetera), we have decided to have the game focus more on the Battle Frontier part of the game, to the point where the game will be set in a yet to be named region, where you have 5 buildings where trainers await you. Besting all of these buildings and their respective Dealers (see what we did there?), you may advance to the Tower of Golfwang, where the Grand Master Golwfang appears to see if you are a true Mokémon Master.
Implementing these changes will not be nearly as hard as it was to actually create a working game for our midterm presentation. With that in mind, keep posted to be up-to-date with how the coming weeks of free time (holidays yay) will turn out for our game.
Coballz out.~
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