After assembling the extensions for level one yesterday, I began cleaning up the code and adding more comments. Yesterday I went through the 400+ lines of the Player Controller script and commented all of them. In the coming weeks I'll be commenting the other scripts including the game manager and HUD scripts just as thoroughly. By the end of the semester all of the code will be cleaned up and commented similar to this example.
-Brandon
Tuesday, February 16, 2016
Friday, February 5, 2016
Changes to the Prototype
Over the course of the Winter break, we have implemented some changes to the design of Desert Defenders. Most of these changes were based off of feedback from playtesters, as well as bugs that the production team found.
Here is an overview of the changes we made:
Cheers,
--Jillian
Here is an overview of the changes we made:
- Haroun
- Fixed attack animations to reflect a larger hit-box
- Fixed attack animations to blend more smoothly with jumping and running
- Rana
- Reworked all animations to reflect new character design (no sword)
- Added offensive Fire-Block which destroys enemies on contact
- Changed melee attack from Sword Swing to Fire-Slash
- Increased the height of her jump
- Slowed run speed
- Enemies
- Removed the Cobra as an enemy
- Changed the Coyote to the Jackal
- Levels
- Made level map extensions for all existing levels to almost triple their length
- Have plans to add a tutorial level which will be optional at the onset of a new game
- Controls
- Changed jump from (W) to (Spacebar)
- Block is now (Shift (hold))
- Navigate Store will be (Mouse)
- Select Store Item will be (Mouse 1)
- Use item in-game will be (1,2,3) depending on item placement in HUD
- Mechanics
- All Fire-based attacks can destroy explosive crates
- Plans to add inventory system to the HUD which can hold up to 3 power-ups
- Speed +
- Invincibility
- Unlimited Energy
- Extra Life
- Auto-Life
- Plans to add coins to levels to encourage exploration and game play as both characters
- Coins will be redeemable for power-ups at the beginning of each level
Cheers,
--Jillian
Thursday, December 24, 2015
Semester Wrap Up
We are half way through production of Desert Defenders, and I believe that we are in an excellent position. Despite the hiccups and technical difficulties we had throughout production, we finished strong. Looking forward, we intend to work diligently over the winter break to fix up some Haroun's animations, revamp Rana's attacks, and begin scripting additional enemies.
Based on the feedback from our playtests, we concluded that our levels were a bit too short and lacked dynamic gameplay elements. In order to correct this issue, we plan to add on to the levels that we already have--in essence, doubling them. To fix lack of dynamic gameplay, we will play around with placing more traps and crates with which the player can interact. The additional enemies, the Cobra and Coyote, will also change up the gameplay. Each enemy will have a specific movement and attack pattern that the player must figure out in order to defeat or avoid.
As we keep moving along with the production of Desert Defenders, we hope to continue playtesting and fine tuning the game according to our feedback. With the right amount of drive and proper scheduling, we will have a great product to show by the end of next semester.
- Jillian
Thursday, December 3, 2015
Audio Updates
I have finished doing sounds for Haroun. The sound effects that I finished is the jumping grunt, death sound, and getting hurt sound.
Sunday, November 29, 2015
Splash Screen and Logo
As we are plugging away to get a workable prototype by December 3, I went ahead and made an official text logo and splash screen for Desert Defenders. Adding in a bit of UI and menus at this point seems to be the most logical step for production. Getting the menus and UI in will help make Desert Defenders feel more like an interactive game than just an interactive screen.
The title is comprised of several different font bases. I chose fonts that looked calligraphic and slightly distressed with swooping and sharp strokes. Once the text was rasterized, I added my own personal touches to the characters so as to differentiate them from the original bases. For example, the "f" in "Defenders" was reshaped into a Scimitar sword to help reiterate the desert theme. The background logo is the same one that is being used throughout the game as the emblem of Sakaduuba Village, Haroun and Rana's hometown.
I had quite a bit of fun making the splash screen, seeing as it is always one of my favorite parts about developing a game. It is also quite an important piece in getting players hyped and excited for the game. To make the logo stand out from the rest of the background, I encapsulated it in a pyramid, which also serves as foreshadowing to the final level and boss fight. The two protagonists, Haroun and Rana, are also clearly depicted with their respective abilities and weapons in a way that shows the player right off the bat that the characters have different specialties.
-Jillian
Music Update
This week I've managed to complete two songs. The first is the new music for the village level. This track has a drum pattern that was inspired by the song "Requiem For The Indifferent" by Epica. The other song I made was for a new song for the Pyramid level.
Tuesday, November 17, 2015
Music Update
This week I've been putting the finishing touching on the Village music. This new music has both Arabic and metal elements to it.
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