Posts

Mojo Week

Mojo was fun i got to try some games from other groups... due to another course i couldnt be present on the first hour of testing my group game but i was there the rest of the day and nobody showed up on discord to try our game. So my experience was only with other groups and testing their game.

Final Week

This we I discussed a lot of things with our graphic designer and implement those things to the UI. This I improved the main menu and the pause menu too, and I improved the user interface of the game to make it more obvious to use at the first time. The hardest part was that I had to use a masking  object group to make the lifebar like on the original png.

final week

This week i worked on the abilities of the agents and the end game scenes

Week 11

Some bug fixes and UI improvements.

Week 11

This week i improved the level layout. We change our scenery from sprite based to a tile based. with the implementation of a tile map it became easier to design our game and simpler. Also i added the animation for agent Vo created by our Art Team is a basic walking animation but gives a better look to the game

Week 10

This week we defined our play testing sessions. We talked about the game progressiom, and we worked on this a lot to improve this part of the game. We worked on the prototype too and we made some changes and improvements.

Week 10

this week we first focus on defining our play-testing sessions: What are the questions that matter for your game experience goals these questions are connected to our unique points. We also define our method to gather game data to analyse each session. Also we improved the game progression that we described on the concept docs since this one was quite basic and under-explained. Finally we make some improvements on our prototype regrading the weapon and ability system for the playable agents