Posts

Showing posts from 2020

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

Week 9

During the previous week we introduced four types of enemies, a stationary enemy with a ranged attack, a patrolling enemy with a melee attack, a heavy, harder enemy with a ranged and melee attack, and a boss, also with a ranged and melee attack. This week we worked on improving the enemies, specifically their attacks and especially the melee attack for the patrolling and heavy enemies and the boss.

Week 9

This week we made some fix on the prototype, I especially worked on the UI errors.

Week 9

This week we focused on the game progression and adding it to the concept docs. we also worked on game presentation.

week 9

this week we worked on the game in order to fix the problems of the prototype

week 8

refined parts of the prototype

Week 8 - Prototype - UI

This week I redefined the Menu input system, and I made the settings and controller menu work and I made a working pause menu and a Laser color selector menu.

week 8

This week i tested some of my colleagues . Also i did some improvements into our code.

Week 7 - Prototype - UI

At this week we worked on the prototype and I focused on the main menu, pause menu, health bars, show points, so all of the UI elements.

Week 7 - prototype

this week we start to build our level, i focused on building the mechanics related to the puzzles: the heart cores paintings and the multiple actuators (doors, flamethrowers)

week 7

This week we worked on the prototype I focused on the player actions and controls

Week 6 - Workshop - Results

We had a workshop through the miro program, and we made a document about it. I made the result part of the document.

week 6

This week i focus on doing the workshop on Miro whit this workshop we define some of game features and fame rules also we came up with a basic design for some UI elements Also we made some fixes to original concept documents finally i watch some unity tutorials

week 6

this week i focused on doing the workshop topics in miro

Week 5

Worked on the workshop through the miro tool

week 5

This week i was working in some puzzle concepts Also i took a lock at the concept documents analysed by the teacher to see on what we can improve and what things we need to changed Finally i had the miro tool to our group slack to help the group making the workshop

Prototypes

these are videos showing the prototypes we made:                                            Puzzle Prototype and Combat Prototype Tech Demo

Week 4 - Prototype - Combat Scenario

Our goal this week was to build a physical prototype and create a tech demo. I made a physical prototype related to the combat scenario , which includes the main skills of the two heroes and 2 different types of enemies. I used paper, cardboard, sticks and felt-tip pen.

Week 4

This week i made the tech demo in unity to test the movement, fusion and aim system

Week 4

This week the main objective was to create the physical prototypes that demonstrate the core gameplay sections of our game and a basic tech demo showing what kind of features we will need from unity engine. I made a physical prototype related to the puzzle scenario. In a wood structure i design a puzzle that uses several mechanics of our concept . We also discuss some rules for the fusion between the main characters  

week 3 of developing

This week we focused on the player personas and the play scenarios. We establish communication with Margarida our artist from faculdade de belas-artes , to help defining the art style of our game. We also define the basic Theme and Story for our level. This feature a biopunk setting and will involve the mad scientist Alfred Frankenstein the heir of Victor Frankenstein , who is creating an army of monstrosities .     

Week 3

This week we defined the game theme, biopunk, and focused on doing the player personas and play scenario part of the document.

week 2 of developing

This week i started the creation of the concept document. I also created a basic control on unity game engine that allows the two main characters to be controlled by one player using only one generic gamepad.
Welcome to Department X development blog My name is Luis Fernandes and our game is about special agents dealing with the paranormal and supernatural. These will be two very special agents and they can be controlled at the same time by a single player help them navigate thought levels filled with hazar d s and face several dangerous creatures including a boss at the end of each level

Week 1 - Introduction

Hello! My name is Botond Bogyay, I'm from Hungary and I just arrived for this semester through the Erasmus program Our game will be a platformer, horror game where you can control the two characters at the same in single player mode and in multiplayer mode you can fight against the final boss with your firends too. There will be some level, story and everything which is needed for the good experience.