Tuesday, 30 March 2010
Final logo choice
we have decided on a logo design and the design we went for was Dans logo design, the reason for the logo design is that the result looks good on merchandise and the eventual games trailer and has a professional finish.
Zero G logo idea
Here is my idea for the logo for our game trailer, the logo itself was made in Photoshop with the outlines being made using the paintbrush tool with the letters appearing to be joined together and has been coloured in a light blue so it makes this look futuristic. The blurred effects makes the logo look as if it is going at speed, i have also added speed lines to complete the effect.
Thursday, 25 March 2010
team meeting, merchandise
on tuesday we decided what merchandise we would be producing if we were to produce the game, we decided to do a T-shirt, a mug and a desktop wallpaper, i am responsible for creating the mugs, i used zazzle to create a couple of mug designs , the first one had a dans game logo whilst the second one uses the team logo, i added a black background to each one to make the logos easily viewable.


Thursday, 18 March 2010
unit 66 enviroments
In the past few days i have been drawing up an environment for the trailer, the main features i planned for this drawing was to feature a hover car race track, a couple of houses and the desert, after planning i drew the environment on a A3 sheet of paper. i added an area of cracked ground to it. Once finished i divided it into 4 sections. the top left section has been left blank. The top right section has been coloured in using colouring pencils, the bottom left section was coloured in using coloured pastels with several colours which had to be created (E.G. for the race track i used black and white and for the fence i used red and blue) the i have also spread the colours out by the use of smudging (E.G. for the desert i smudged the colour yellow) For the bottom right section i just used colouring pens. 
Monday, 15 March 2010
creating a railworks scenario
This is a simple guide on creating a scenario for the game railworks, to do this you must first go into edit (if its not highlighted then go to play which will take you to the main game screen then click the globe icon and click the locked padlock, then you can edited scenarios) next go and select the standard scenario icon and place it on the route, it should look like this.


Once that is done you can type in the title of your scenario in the name box, add a description, add a brief, edit the difficulty, edit the duration of the scenario (always set to 120 minutes), time of day and finally the weather. After this you can add the locomotives and rolling stock to the scenario, the locomotives number, water level and coal amount can be edited whilst in some wagons the load can be ticked if you want it to be loaded with cargo. 

On a locomotive you can add instructions stating with the driver icon which allows you to name the consist, make the train player driven (by ticking the box, leaving it unticked make it a A.I train), add a destination to it and finally name the type of train you want it (E.G. express passenger, slow freight, light engine ETC).


On a locomotive you can add instructions stating with the driver icon which allows you to name the consist, make the train player driven (by ticking the box, leaving it unticked make it a A.I train), add a destination to it and finally name the type of train you want it (E.G. express passenger, slow freight, light engine ETC).

Next you can add a event icon to make a certain event happen (timed stops mostly), i just add a message for the player to read, next up is the passenger icon which allows the train to stop and pick up passengers, to add stops simply go to the 2D map and go over to a station. Platforms are represented by a green line so click the plus icon and select the line, continue this to add more station stops, next up but not illustrated is the stop icon, its similar to the passenger icon but only allows you to stop at a place (stations, sidings which are represented by a yellow line). Finally is the pick up/drop off icons which allows you to pick up stock from sidings, to do this you first need to click the plus icon then select the stock you want to pick up/drop off and then select a siding (this only works for player trains as A.I trains just crash into a siding), once your finished making the scenario you can give it a test run, if it all goes well you can release it for download, i hope this has been helpful.


Wednesday, 3 March 2010
minutes for team meeting
team members present
Sean
Matthew
Micky
Date of meeting: Wednesday 3rd March 2010
Location of meeting: SFo1
Resolution: to decide on a final storyboard idea for our major projects.
today we presented our storyboards in order to decide upon a final storyboard idea, at the end of the team meeting we decided upon a storyboard with no conflicts between any of the team members, we have also decided upon an idea which we wrote down and have started a rough version of the storyboard done by Micky who will also work on the final version, once done Sean will do a digital version in photo shop.
Sean
Matthew
Micky
Date of meeting: Wednesday 3rd March 2010
Location of meeting: SFo1
Resolution: to decide on a final storyboard idea for our major projects.
today we presented our storyboards in order to decide upon a final storyboard idea, at the end of the team meeting we decided upon a storyboard with no conflicts between any of the team members, we have also decided upon an idea which we wrote down and have started a rough version of the storyboard done by Micky who will also work on the final version, once done Sean will do a digital version in photo shop.
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