Wolf - Level 2 Finished
Click Here to play
Up is jump
Left and Right are Slow down/Speed up
Spacebar is 'Attack bunny'
-music hasn't been added yet
Up is jump
Left and Right are Slow down/Speed up
Spacebar is 'Attack bunny'
-music hasn't been added yet
Bird Game Development - final level
There is no art to speak of for this one yet as I'm not fully sure on what we're doing. I know, that sounds really bad. But honestly all my effort has been on producing the art, the tiles, the animations for all of the other 5 game levels.
So the idea is this,
We have bird level 1 which is high up over sea. Bird level 2 which is over land and a bit closer to the ground, so bird level 3 should be pretty much on the ground.
Thinking that maybe the bird could catch worms and hop along the ground rather than fly. I want things for the bird to go under, to restrict visibility at times. For example. there could be a horse, *As seen in original concept work* and you could hop under him, it would be nice to see the scale of the bird which is tiny compared to the massive horse.
Wolf - Level 4

It made sense to make a 4th level for the wolf to us, so thats why it's here!
It's a cave level!
So in the third level you go up the mountain, to find the monk who can lift the curse from you so you can stop running. But as you get to the top of the mountain you fall down into a cave! oh no!
This level should be manic, stupidly difficult. we want you to fail. because we're mean. and thats how the story goes for now. One day it will have a nice ending too but we're rapidly running out of time now!
Don't hate us!
Wolf - Level 3
This is the idea for the Wolf - Level 3 design. It's a sloped level, so a bit different to the other 2. There wont be bunnies, cause one does not generally find bunnies up mountains. Instead it will mostly be avoiding falling rocks and jumping over rocks.
However I think we will need to think of a way of giving the player the ability to regain some health. Else it could get frustrating? The third level should have a higher difficulty but we don't want it to be impossible.


Here are the tiles for it. Making tiles is good, helps Flash run better. It has come to light that Flash really REALLY isn't designed for high graphic games. I think in the Summer when we do the rest, we might get these running on the XNA thing instead. It would cope much better than Flash.
Wolf - Level 1
I reworked the wolf animation for the first level. Added a tiny bit of colour to the fur... I have somehow managed to exclude the last couple of frames here, but you get the idea.
I don't know if we will use this version because it means making the Jump animation and the Crash animation again, and with the time scale we have I'm not sure I can afford the time. So this will be benched for a while I imagine.
Wolf - Level 1
This is Wolf Level 1. which obviously preceeds the other Wolf level we have made. You are essentially doing the same thing, catching bunnies and jumping over rocks but it's easier due to the fact that there isn't so much stuff to hide the rocks like in the second level. It's based on the flat planes. The levels would join together in story by having the wolf eventually running into the forest. We had the idea that the wolf is constantly running because he has been cursed by the witch, because he was eating all her source of food. The rabbits. Or something like that. So I will be drawing some sort of explanatory artwork at a later date to accompany these games.
Bird Level 2 Finished
Level Finished!
Here it is
note: Music doesn't loop properly *yet*
catch bugs
different colours = different amount of points recieved
use left and right to control the bird.
Here it is
note: Music doesn't loop properly *yet*
catch bugs
different colours = different amount of points recieved
use left and right to control the bird.
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