Session #4 Production Project

“Kangaroo fight” by Pascal Vuylsteker is licensed under . To view a copy of this license, visit undefined?ref=openverse&atype=rich

SUMMARY

Role

Programmer / UI / Heads Up Display

Intention (SMART Goal)

By March 2nd as the Programmer / UI / Heads Up Display person, I will create a game flowchart, a detailed and immersive UI/Menu, and Lastly, I will have completed 2D and 3D top-down versions of team #4s previous game as an extension by watching this tutorial to make the AI for my game.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Alex Harbuzinski

https://www.behance.net/gallery/114392559/Propagation-Top-Squad

Alex is a game designer and an UX designer. He is very experienced from what I see and has made official games on the behance site. His latest upload is a 3D game with very big ambitions. The reason I chose him is because he is experienced and UX is is basically UI but for VR experience.

Training Source(s)

Notes:

Project Timeline

Week 1 (February 23-24)

  • MVP
    • Music
      • Demon Slime
      • Main Game Music
    • Enemy Block – Red
    • Player Block – Blue
    • World Block (interactive) –  Brown
    • Player Code

Week 2 (February 28 – March 4)

  • Enemy (attacking/movement to player)
  • Complete and Textured world
  • UI
    • How to Play page
    • Start Page 
    • Back Log  – Animated Menu
  • Background (behind the interactive part of map)

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

itch.io

Skills Commentary

Slide

One of my favorite code was the enemy’s ability to follow the player. The enemy looked janky. I did a little researching and found a simple 2 line code that made the enemy move to the player exactly like we wanted. The best part, we could customize the speed and anything about the enemy!

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

To make the enemy move we whole team was struggling. We tried a-lot of different ways of approaching it, it never worked. So I had to stop and breath in and be smart about it. I simply searched it up rather than going blank into the problem. It was a simple 2 line code.

Ways of Working (Communication & Collaboration)

Making the menu is an end game type of thing and menus are very easy to make for me so I was helping with code. That is where I got to communicate with mostly the level and character artist. Without communicating you could do something right but not the way everyone agrees or likes it.

Tools for Working (Info & Media Literacy)

I used a lot of youtube videos. I tend to solve everything on youtube and rarely rely on the Construct 3’s built in helper. A video I found very helpful, cool and surprising is here

Ways of Living in the World (Life & Career)

I am pretty similar with level, code, and menu design so I didn’t really explore new resources to learn from.

Reactions to the Final Version

Jim Flatmo: The Advisory Committee Member (said something along the line of) – “The game is good however you should make the end point a little longer that way the player stops and gets time to jump in the pit. The player should also have a clear view of where they are jumping (make it noticeable).”

Self-Evaluation of Final Version

I am very proud of the instructional menu and the animation that came with it. It was simple and I was just testing animations and layers.

What I Learned and Problems I Solved

It was very hard to make the enemy of our game follow the player. The objective was for the enemy to follow the player on the platform so only platform movement. However our enemy was moving up and flying everywhere. So I simply went on youtube instead of going blankly, coding and testing.

Grammar and Spelling

Default built in Grammar checker & Odin

Editor

odin