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P4

Link to our Game 

How we followed our plans:

Trello:




Production Schedule

In 'Trello' we outlined the tasks which were listed most important and least so, this helped us stay on top of tasks and let the whole team know what everyone was supposed to do and if it had been done already.

The production schedule was a motivator for the team to see how long we were supposed to spend on the tasks at hand, although this do not always work out because some tasks took longer than expected. This caused us to scrap some small importance content, like the cutscenes.


Final Game Outcome and Reality

In the final outcome of the game we were presented with some bugs and glitches that we knew of, we couldn't change these in time as the unity file was tossed back a fourth between different versions of the program.  This caused visual problems that were a pain to fix, the problem with this error was the amount of time it took to fix this problem.  In the final game we featured a small health bar which was very hard for the player to see, this caused problems when know what health they had.

We also had a few bugs that were to do with the hit-boxes on the environment. This was due to the animations not lining up with the angle of the ground. This caused the character to look like he was floating at certain points when on a hill. This also occurred with AI placed on the hill as they did not return to the ground once they started moving from an elevated place.

We also knew there was a pretty big problem with the combat reliability, at points the punch would not hit at all which then lead the player to subtract points.



M1 & D2

Dynamic Prop There were two dynamic props in our. One is found in the tutorial level in the form of a target. When the player walks up to target and attacks it by pressing Left-Click within its vicinity, the target recoils to show that it has been hit. Also, once the prop has hit enough times, it wall break and fall to the ground. The second takes the form of a Honey Pot. There are three located around the game as well as one in the tutorial level. When a player goes within its vicinity and presses "E", it will spin around a fly up into the air. This informs the player that they have collected the Honey Pot. Once all three have been collected within the game, the player is awarded with an additional life. Physics Prop
In the game as well as the tutorial level, there is a box. This box can be freely be moved around by the player. All they have to do is walk up to the box and it will move in whichever direction the player is pushing it. Within the game, this box is used to reach new parts of the level and reach the finish line.

Feedback before the final product

Programming Examples












Character Art Examples


Crouch-Idle


Idle


Running


Running-Punch


Crouch-Run


Jump


Death


Victory Cheer



Background/ Environment Visuals

Level 1 Forest


Level 2 Village/ Military Camp


Level 3 Town (Final Stage)


Prop/ Asset Examples

The Pendulum


This was one of the environment obstacles which dealt damage to the player, when the player collided with this prop a total of one health was taken off the player's health bar which is situated at the top left of the screen. We did have a lot of problems when implementing this props as it was animated using Maya so the hit boxes kept messing up. But in the final product the pendulum proved to be a good challenge for the player and is now fixed to a good game ready standard.


The Honey Pot



This prop grants the player health after they collect all three honey pots across the three scenes. This was collect by pressing the interaction key, after this was collected the player saw the honey pot fly up in sky which exits off screen. This can be know as the dynamic prop. This floats in the air to signify that it is indeed intractable. This is also known as the collectable item in the game.

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GAME FEEDBACK SESSION SUMMARY

Feedback Summary The game lacks the basics features such as: Death Screens, Health/ Collectable Counters, Control Tutorials/ Instructions and a Basic Attack mechanic. The other feedback we received was the problems with the existing assets featured in our game, most of the feedback we received was to deal with the AI and the way it reacted to the player’s movement.  The second most common responses was to fix the hit boxes on the jump-able platforms, this caused a problems for the Alpha testers as they didn’t get passed some parts of the game. This prevented us to get further feedback. Another thing which was pulled up in the feedback was the gravity of the player, this apparently felt “Too floaty” which made the level easier to skip and cheat. We received constructive criticism from this point which was to have a “slightly faster jump” and or “heavier gravity” for the player and AI. The single most frustrating thing which the Alpha testers saw was the fact that every