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<p2 class="solid">The first meeting was spent figuring out the roles people wanted; I decided to give myself the role of Generalist as I don't excel in any given skill needed for the development of a game; this gives me a great chance to learn new skills and get better at the ones I'm familiar with like programming from last semester. After all other roles were given out, we decided to gather everyone's thoughts on what game engine we were going to use; after the discussion, we decided on the use of Godot this meant that for any programming I was going to do, I would have to learn a new language as Godot offers GDScript or C# this intrigues me as I learned Java last Semester and that is the only language I am familiar with, this means I can take this opportunity and learn a new programming language. We then discussed the programming language and decided to use C#. This was a decision because some group members were only familiar with Java, and C# would be close to Java, so there would not be much of a learning curve.</p2>
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<p2 class="solid">We then discussed the actual Game. We first decided on the Gameplay. We collectively agreed on a Roguelike. We also suggested the games theme be a marine setting, as that would be a new idea for roguelikes, as they are mainly set in dungeons. This would be a change of pace for the genre. Leo suggested using weapon modifiers/enhancements based on the biome. This would lead to enemies having resistance and weaknesses; this was a great idea agreed upon in the group, and we then discussed movement and combat. We had a couple of suggestions, but decided upon turn-based combat and a grid-style movement. We then wanted to discuss the game's player character. After discussion with the Story Writer (Caoimhe) and as a group decision, we thought it would be interesting to have the character be a robot. The entire group liked this idea, and a robot is a fantastic choice as it offers a variety of storylines, which is very intriguing. </p2>
<p2 class="solid">We then discussed the actual Game. We first decided on the Gameplay. We collectively agreed on a Roguelike. We also suggested the game's theme be a marine setting, as that would be a new idea for roguelikes, as they are mainly set in dungeons. This would be a change of pace for the genre. Leo suggested using weapon modifiers/enhancements based on the biome. This would lead to enemies having resistance and weaknesses; this was a great idea agreed upon in the group, and we then discussed movement and combat. We had a couple of suggestions, but decided upon turn-based combat and a grid-style movement. We then wanted to discuss the game's player character. After discussion with the Story Writer (Caoimhe) and as a group decision, we thought it would be interesting to have the character be a robot. The entire group liked this idea, and a robot is a fantastic choice as it offers a variety of storylines, which is very intriguing. </p2>
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<button class="accordion">7/2/25</button>
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<button class="accordion">21/2/25</button>
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<p2>Week 4 was a bit better than the previous week. I retreated to doing some sprite work for level design. I did some work for the Underground Facility, making various wall sprite for the facility, I struggled with designs I ended up on making a brick wall design that i was pleased with, but after making the designs and reading the story and the design ideas, I felt that the brick wall didnt suit the story as it is an underground facility and a brick wall would not survive underwater, So I had to scrap those ideas, the benefit of doing those walls were it helped me understand sprite work and the software asperite a bit more. </p2>
<p2>Week 4 was a bit better than the previous week. I retreated to doing some sprite work for level design. I did some work for the Underground Facility, making various wall sprite for the facility, I struggled with designs I ended up on making a brick wall design that i was pleased with, but after making the designs and reading the story and the design ideas, I felt that the brick wall didn't suit the story as it is an underground facility and a brick wall would not survive underwater, So I had to scrap those ideas, the benefit of doing those walls were it helped me understand sprite work and the software asperite a bit more. </p2>
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<img src="SinglePlainWall.png" alt="SinglePlainWall Image" height="200px" width="200px" >
<img src="WallSprite1.png" alt="WallSprite1 Image" height="200px" width="200px" >
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<button class="accordion">27/3/25</button>
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<p2> At this meeting, I showed my design to Kuba and told him my plan for the puzzles. I then showed this to Leo, who would implement the rooms with his procedural generation code. I also started working on my designs in even more detail by using colours, I didnt get very far in this as I was busy with other modules and preparing for exams, I will continue colouring my designs to make them more vibrant and easier for me and the rest of the art team to visualise it, and implement it into Sprites/Assets. </p2>
<p2> At this meeting, I showed my design to Kuba and told him my plan for the puzzles. I then showed this to Leo, who would implement the rooms with his procedural generation code. I also started working on my designs in even more detail by using colours, I didn't get very far in this as I was busy with other modules and preparing for exams, I will continue colouring my designs to make them more vibrant and easier for me and the rest of the art team to visualise it, and implement it into Sprites/Assets. </p2>
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<button class="accordion">3/4/25</button>
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<img src="Redrawn Level 1 Room 1.jpg" alt="Redrawn Level 1 Room 1" height="200px" width="200px" >
<img src="Redrawn Puzzle Level.jpg" alt="Redrawn Puzzle Level" height="200px" width="200px" >
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<p2> this was done so that I could help Leo understand the Idea we were going for when it comes to the different types of rooms that are going to be implemented, This also sparked an interest for me as I wanted to see my design be implemented, we had some but not all sprites created like the seaweed seen in the previous weeks and the coral tile set that Kuba is working on. So, we are on track to complete our game. </p2>
<p2> This was done so that I could help Leo understand the Idea we were going for when it comes to the different types of rooms that are going to be implemented, This also sparked an interest for me as I wanted to see my design be implemented, we had some but not all sprites created like the seaweed seen in the previous weeks and the coral tile set that Kuba is working on. So, we are on track to complete our game. </p2>
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<button class="accordion">14/4/25</button>
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<button class="accordion">Mid-Term</button>
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<p2>I Started the week by discussing new Enemies to be used within the Game, I still dont feel comfortable drawing pixel art of characters/enemies to a expected level for a game this lead me to work with Kuba, as he is more experienced with the Software, I discussed some ideas after some research I concluded that a Swordfish, Crocodile and a Manta Ray would be interesting enemies for our game. I drew some examples of what I thought they would look like, and we had a go at making some placeholders for the individual enemy sprites. <p2>
<p2>I Started the week by discussing new Enemies to be used within the Game, I still don't feel comfortable drawing pixel art of characters/enemies to a expected level for a game this lead me to work with Kuba, as he is more experienced with the Software, I discussed some ideas after some research I concluded that a Swordfish, Crocodile and a Manta Ray would be interesting enemies for our game. I drew some examples of what I thought they would look like, and we had a go at making some placeholders for the individual enemy sprites. <p2>
<img src="SaltWaterCroc.jpg" alt="SaltWaterCroc Image" height="200px" width="200px" >
<img src="Swordfish.jpg" alt="Swordfish Image" height="200px" width="200px" >
<img src="MantaRay.jpg" alt="Mantaray Image" height="200px" width="200px" >
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<p2> A REFLECTION OF MY EXPERIENCE OF MAKING A GAME </p2>
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<p2> I thoroughly enjoyed this experience. Still, I regret a couple of things: I wasn't a Generalist. I came into this wanting to try a bit of everything. I was unfamiliar with programming and felt I wasnt strong enough to do this myself. Hence, I felt I shouldn't do this as I would slow the process down, but that didnt stop me from being curious. I looked at the code in my own time and sometimes asked questions. This made me feel better about not being a generalist. That's not to say I did not enjoy working in art; seeing my design and ideas come to life in our game was very interesting. This was a great experience. </p2>
<p2> I thoroughly enjoyed this experience. Still, I regret a couple of things: I wasn't a Generalist. I came into this wanting to try a bit of everything. I was unfamiliar with programming and felt I wasn't strong enough to do this myself. Hence, I felt I shouldn't do this as I would slow the process down, but that didn't stop me from being curious. I looked at the code in my own time and sometimes asked questions. This made me feel better about not being a generalist. That's not to say I did not enjoy working in art; seeing my design and ideas come to life in our game was very interesting. This was a great experience. </p2>
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