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<link rel="stylesheet" href= "style.css">
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<button class="tablinks" onclick="openCity(event, 'Home')">Home</button>
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<button class="tablinks" onclick="openCity(event, 'Blogs')">Blogs</button>
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<div id="Home" class="tabcontent">
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<div id="Home" class="tabcontent">
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<h1>Home</h1>
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<h1>Home</h1>
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<p1>Welcome to my Page</p1>
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<p1>Welcome to my Page</p1>
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<p1 class="solid" > Hi, My name is Cian O'Shaughnesy, I am a Third-level student in the University of Limerick, I am currently in 1st year of Computer Science. </p1>
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<p1 class="solid" > Hi, my name is Cian O’Shaughnessy, I am a Third-level student at the University of Limerick, and I am currently in 1st year of Computer Science. </p1>
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<p1 class="solid"> My intrest in Computer Science started when i was in Primary School, i always found Scratch intesting as a kid, it was cool to see by adding stuff together you can make Sprites do anything you wanted, This lead me to persue classes in Scratch as a kid, but now i am througly enjoying my course, and happy i am learning something new everyday </p1>
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<p1 class="solid"> My interest in Computer Science started when i was in Primary School, i always found Scratch interesting as a kid, it was cool to see by adding stuff together you can make Sprites do anything you wanted, This lead me to pursue classes in Scratch as a kid, but now I am thoroughly enjoying my course, and happy i am learning something new every day </p1>
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<div id="Links" class="tabcontent">
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<h3>Links</h3>
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<h3>Links</h3>
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<a href="https://wiki.skynet.ie/" >Links to Skynet, Skynet is how this website is being run, So thanks to the UL Computer Society</a>
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<a href="https://wiki.skynet.ie/" >Links to Skynet, Skynet is how this website is being run, so thanks to the UL Computer Society</a>
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<br>
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<a href="https://forgejo.skynet.ie/flamez/Game_Dev_Blog" >Link to the code for this website</a>
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<a href="https://forgejo.skynet.ie/flamez/Game_Dev_Blog" >Link to the code for this website</a>
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<br>
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<a href="https://github.com/CSG001-Project/UntitledGame/tree/dev"> Link to the Git Repository</a>
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<a href="https://github.com/CSG001-Project/UntitledGame/tree/dev"> Link to the Git Repository</a>
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<div id="Blogs" class="tabcontent">
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<div id="Blogs" class="tabcontent">
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<h2>Blog</h2>
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<h2>Blog</h2>
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<h2> Here is my Game Development Blog for CS4043</h2>
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<h2> Here is my Game Development Blog for CS4043</h2>
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<div>
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<p2> Here is the Introduction to my Team </p2>
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<p2> Here is the Introduction to my Team </p2>
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<p2>Team Flatpak:</p2>
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<p2>Team Flatpak:</p2>
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<ul style="list-style: none;">
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<ul style="list-style: none;">
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<li>Me - Cian O'Shaughnessy - Genralist - Art(As it Stands) </li>
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<li>Me - Cian O'Shaughnessy - Generalist - Art(As it Stands) </li>
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<li>Kuba - Producer - Leader of the Group - Involved in Everything </li>
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<li>Kuba - Producer - Leader of the Group - Involved in Everything </li>
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<li>Shay - Nominated Designer (Programmer Manager) </li>
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<li>Shay - Nominated Designer (Programmer Manager) </li>
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<li>Caoimhe - Lead in Story Writting - Also Nominated as a Designer </li>
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<li>Caoimhe - Lead in Story Writing - Also Nominated as a Designer </li>
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<li> Piraka - Lead in Art Design Great at Sprite Work and Game Engine </li>
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<li> Piraka - Lead in Art Design, Great at Sprite Work and Game Engine </li>
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<li> Adam - Also a Genralist working mainly in Art Design</li>
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<li> Adam - Also a Generalist working mainly in Art Design</li>
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<li> Lucretia - Lead Sound Desinger </li>
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<li> Lucretia - Lead Sound Desinger </li>
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<li>Misha - Programmer and Sound Design </li>
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<li>Misha - Programmer and Sound Design </li>
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<li>Pedro - Basically a Genralist inserts himself everywhere</li>
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<li>Pedro - Basically, a Generalist inserts himself everywhere</li>
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<li>Leo - very good Programmer and Game design/UX </li>
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<li>Leo - excellent Programmer and Game design/UX </li>
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<button class="accordion">31/1/25</button>
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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">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 decided to talk about the actual Game. We first decided on the Gameplay. We collectively agreed on a Roguelike. We also suggested the theme of the game to 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, and 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. This was an idea liked by the entire group, and a robot is a fantastic choice as it offers a variety of storylines, which is very intriguing. </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 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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<p2 class="solid"2>Week 2 was pretty productive as I had to download all the software and familiarise myself with the new software such as Godot and GitHub; GitHub was going to be used as a repository to store all the sprites and pieces of code. After doing the Unity Tutorial, I was familiar with the look of a game engine, so when I looked at Godot, I could understand how it worked. I also joined the group Figma board, an online Whiteboard used to share our ideas and expand on the ones we already have. During the meeting, we discussed the movement in more detail as during the week, we were still unsure of tile-based movement, but after further discussion, we agreed to stick with it and use turn-based combat and movement. A menu pops up on your go, and you can move or attack an enemy.</p2>
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<p2 class="solid"2>Week 2 was pretty productive as I had to download all the software and familiarise myself with the new software, such as Godot and GitHub; GitHub was going to be used as a repository to store all the sprites and pieces of code. After doing the Unity Tutorial, I was familiar with the look of a game engine, so when I looked at Godot, I could understand how it worked. I also joined the Figma board, an online Whiteboard used to share our ideas and expand on the ones we already have. During the meeting, we discussed the movement in more detail, as during the week, we were still unsure of tile-based movement, but after further discussion, we agreed to stick with it and use turn-based combat and movement. A menu pops up on your screen, and you can move or attack an enemy.</p2>
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<p2 class="solid"> After discussing the (Instant Single Action) Turn-based combat, We then discussed the Roguelike Aspect of the game. We spoke about it being similar to Permadeath, where when you die, you start from the beginning of the game; the only difference is that there is the option of permanent upgrades, which helps players progress throughout the game. We also spoke more about the game's theme and decided on a cyber-gothic feel as it suits the storyline. After the meeting, I was told to do some sprite work for the weekend and to design a Tech Pillar for the map generation. </p2>
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<p2 class="solid"> After discussing the (Instant Single Action) Turn-based combat, we then discussed the Roguelike Aspect of the game. We spoke about it being similar to Permadeath, where when you die, you start from the beginning of the game; the only difference is that there is the option of permanent upgrades, which help players progress throughout the game. We also discussed the game's theme and decided on a cyber-gothic feel as it suits the storyline. After the meeting, I was told to do some weekend sprite work and design a Tech Pillar for the map generation. </p2>
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<img src="PillarSprite1.png" alt="PillarSprite1 Image" height="200px" width="200px" >
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<img src="PillarSprite3.png" alt="PillarSprite3 Image" height="200px" width="200px" >
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<p2 class="solid"> Week 3 was a little bit unproductive for me, as i wasnt focusing on making any new sprites it left me waiting for something to do, When we had our meeting the topic of level design came up and since i wanted to try as much as i could i put my name forward for this job. I then Disscued ideas for it with the other two doing level design which where Pedro and Caoimhe. We had bumped we bumped into a problem with the storyline, so i had to wait for the level design ideas to be posted with more detail before i could try adn sketch a basic level design. This left me with not much to do for the weekend/week so i took the time to practice the Pixel art software some more and get used to the features, This is what i thought would help in the future when i am continuing my work with Sprites. We also disscued the topic of programming language came up again as some members in our group wanted to change the language as they thought GDScript would be easier previously C# was decided upon because of its similarity to Java which was the only langague some people in our group knew inlcuding me but when it came time to vote my opinion on it was if i was to do any programming tasks, it would be a new lanagauge fro me to learn regardless, so it did not bother me what langague they decided on.So the decion was made ot change to GDScript, i look forward to working on the level design </p2>
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<p2 class="solid"> Week 3 was a little bit unproductive for me, as i wasnt focusing on making any new sprites it left me waiting for something to do, When we had our meeting the topic of level design came up and since i wanted to try as much as i could i put my name forward for this job. I then discussed ideas for it with the other two doing level design: Pedro and Caoimhe. We bumped into a problem with the storyline, so I had to wait for the level design ideas to be posted with more detail before I could try to sketch a basic level design. This left me with little to do for the weekend/week, so I took the time to practice the Pixel art software and get used to the features. This is what I thought would help in the future when I am continuing my work with Sprites. We also disscued the topic of programming language came up again as some members in our group wanted to change the language as they thought GDScript would be easier previously C# was decided upon because of its similarity to Java which was the only langague some people in our group knew inlcuding me but when it came time to vote my opinion on it was if i were to do any programming tasks, it would be a new lanagauge fro me to learn regardless, so it did not bother me what langague they decided on. So the decision was made to change to GDScript, I look forward to working on the level design </p2>
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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 maing a brick wall design that i was very happy 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 benfit of doing those walls were it helped me understand spritework and the software asperite a bit more. </p2>
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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 maing 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 benfit of doing those walls were it helped me understand spritework and the software asperite a bit more. </p2>
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<img src="SinglePlainWall.png" alt="SinglePlainWall Image" height="200px" width="200px" >
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<img src="WallSprite1.png" alt="WallSprite1 Image" height="200px" width="200px" >
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<p2>Week 4 was a good week in hindsight, as some weeks in the future i was less productive, in the earlier weeks I was more focused on the game as it was a new experinece and i wanted to do everything i could so i worked on it myself even if the practice wasnt needed as none of the sprites i created this week were used but i can say that the practice defiintly helped me in the future. i got use to the software quite quickly but not as quick if i didnt take the time to practice it.</p2>
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<p2>Week 4 was good in hindsight, as some weeks in the future I was less productive, in the earlier weeks I was more focused on the game as it was a new experience. I wanted to do everything I could, so I worked on it myself, even if the practice wasn't needed, as none of the sprites I created this week were used, but I can say that the practice helped me in the future. I got used to the software quite quickly, but not as quickly if I didn't take the time to practice it.</p2>
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<p2>Week 5 meeting took place in the Lab on Thursday I disscsed more designs for the futureistic wall design but nothing seamed to stick, We then had a big group discussion about procedural map generation for our levels. We decided as a group that we should use procedural map generation for our game. This left me with more work to do with level desgin and Sprites, I decided to focus on the first region of the game something with bright colors like the Coral reef. This led me to create some basic tilemaps of Sand and wter and also some plants like Seaweed and Coral. I also improved my knowledge by learning how frames wokr in asperite allowing me to animate the movemnt of Seaweed. i hope to use this knowldege to make the game better. I am enjoying my time in Artwork in has allowed me to check in woth multiple parts of game creation like Story and Level Design, this is what i wanted to do when starting this project i wanted to know what it is like to make a game in all aspects. Here are some of the designs i did over the last week. </p2>
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<p2>Week 5 meeting took place in the Lab on Thursday. I discussed more designs for the futuristic wall design, but nothing seemed to stick. We then had a big group discussion about procedural map generation for our levels. As a group, we decided to use procedural map generation for our game. This left me with more work to do with level design and Sprites, so I decided to focus on the first region of the game, something with bright colors like the coral reef. This led me to create basic tile maps of sand and water and some plants like seaweed and coral. I also improved my knowledge by learning how frames work in Asperite, allowing me to animate the movement of Seaweed. I hope to use this knowledge to make the game better. I am enjoying my time in Artwork. It has allowed me to check in with multiple parts of game creation, like Story and Level Design. This is what I wanted to do when starting this project. I wanted to know what making a game in all aspects is like. Here are some of the designs I did over the last week. </p2>
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<img src="SpriteSeaweed.gif" alt="SpriteSeaweed Gif" height="200px" width="200px" >
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<img src="SandSprite2.png" alt="SandSprite2 Image" height="200px" width="200px" >
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<img src="sandXwaterSprite.png" alt="sandXwaterSprite Image" height="200px" width="200px" >
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<p2> This week was very prodcutive artwork as i made mutiple attempts at trying to create the walls for the futeristic lab. This was bery fun to me as when i was practicing using some refrence photos it made me look at the games i played and realise how much effort in artwork is made and made me have a new appreciation for those in artwork.
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<p2> This week was very productive in artwork as I made multiple attempts to create the walls for the futuristic lab. This was very fun to me, as when I was practicing using some reference photos, it made me look at the games I played and realise how much effort is made in artwork, and made me have a new appreciation for those in the field.
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<p2>This Weeks meeting mainly involved the art team, so i presented my work to the team and asked if there were any problems and how i could fix them/learn from them. When I was drawing the plants for the first level i drew them in 2d i forgot to take into the account that we were doing a top down perspective this made the next drawings i did difficult so i asked for some pointers, The first thing they told me to do was to raise the picture form the ground giving it the look that it is higher than it shoild be whihc suits the top down perspective nicely. Also when speaking about my Sand texture they said it was to crazy and not detailed enough so i spent more time on it making it look more grainy this was simmilar to what i had to do with the water sprite, We spoke on other topics like level Design which is what i plan to do next week. </p2>
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<p2>This week's meeting mainly involved the art team, so I presented my work to the team and asked if there were any problems and how I could fix them/learn from them. When I was drawing the plants for the first level i drew them in 2d i forgot to take into the account that we were doing a top down perspective this made the next drawings i did difficult so i asked for some pointers, The first thing they told me to do was to raise the picture form the ground giving it the look that it is higher than it shoild be whihc suits the top down perspective nicely. Also when speaking about my Sand texture they said it was to crazy and not detailed enough so i spent more time on it making it look more grainy this was simmilar to what i had to do with the water sprite, We spoke on other topics like level Design which is what i plan to do next week. </p2>
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<p2>Reflecting on this week it was quite unproductive as a whole for the entire team as when the art team members showed up we got started and talked about what we should do for the games, i struggled with what needed to be done to make the spites look good in 2.5d, as i struggled with the angles that were needed to make it look good for our game, i still struggle with this but, i understand what is needed to be done.
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<p2>Reflecting on this week it was quite unproductive as a whole for the entire team as when the art team members showed up we got started and talked about what we should do for the games, i struggled with what needed to be done to make the spites look good in 2.5d, as i struggled with the angles that were needed to make it look good for our game, i still struggle with this but, i understand what is needed to be done.
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<p2>Due to a Mid-Term that took place during the lab times of that Modulue, we were unable to go to a meeting as a group due to conflicting schedulues.</p2>
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<p2>Due to a Mid-Term that took place during the lab times of that Module, we could not go to a meeting as a group due to conflicting schedules.</p2>
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<p2>This meeting was more productive as we had to speak about our presentation and what everyone was doing at that time, i shared my rough outline of level desgins for the first biome, we disscsed some minor changes like adding in more enemies or changing the path of the rooms, i then took this week to draw the levels out in more detail to show where some possible enenmy spawn locations could possibly be and also some possible puzzles to implement for some rooms. This process was very intesting to me as it gave me a great insight into what game companies go through when desging games and it is very intriguing to here everyones ideas come to life throuhgt the game and throuhg the varying steps of level design. </p2>
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<p2>This meeting was more productive as we had to speak about our presentation and what everyone was doing at that time, i shared my rough outline of level desgins for the first biome, we disscsed some minor changes like adding in more enemies or changing the path of the rooms, i then took this week to draw the levels out in more detail to show where some possible enenmy spawn locations could be and also some possible puzzles to implement for some rooms. This process was fascinating to me as it gave me a great insight into what game companies go through when designing games, and it is very intriguing to hear everyone's ideas come to life through the game and the varying steps of level design. </p2>
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<img src="Lvl 1 compact Design.jpg" alt="Lvl 1 compact Desgin" height="200px" width="200px" >
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<img src="Lvl 1 compact Design.jpg" alt="Lvl 1 compact Desgin" height="200px" width="200px" >
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<img src="Lvl 2 compact design.jpg" alt="Lvl 2 compact desgin" height="200px" width="200px" >
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<img src="Lvl 2 compact design.jpg" alt="Lvl 2 compact design" height="200px" width="200px" >
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<img src="lvl 3 compact design.jpg" alt="lvl 3 compact desgin" height="200px" width="200px" >
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<p2>These designs were then split into the diffrent rooms and made in more detail, as i said above we disscsed some changes so i will be doing them out again, i did think of some potential puzzle ideas for the game. i described one simple one as being a nine tiles and you have to press three in the correct order to continue, and a tougher desgin was three donuts/circle connected to an axis where you cna turn it 360 deggres and you have to match the lines on the donuts to make a symbol of some sort like a skull for example, i dont know how hard that would be to implment but i would be intested in finding that out, these puzzles are only placeholders. i enjoyed thinking/desging these puzzles and levels.</p2>
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<p2>These designs were split into the different rooms and made in more detail. As I said above, we discussed some changes, so I will do them again. I did think of some potential puzzle ideas for the game. I described one simple one as being a nine-tile, and you must press three correctly to continue. A tougher design was three donuts/circles connected to an axis, where you can turn it 360 degrees. You have to match the lines on the donuts to make a symbol, like a skull. I don't know how hard that would be to implement, but I would be interested in finding that out. These puzzles are only placeholders. I enjoyed thinking/designing these puzzles and levels.</p2>
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<button class="accordion">27/3/25</button>
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<p2>This meeting I showed my design to Kuba, and told him my plan for the puzzles, I then showed this to Leo as he was going to implement the rooms with his procedearl 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 modeules and preparing for exams, I will continue coloring 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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<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 modeules and preparing for exams, I will continue coloring 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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<p2>Today I continued working on my level design in more detail. I also started to reflect on past weeks and my past work. This took a while and ill go into more detail in my last entry. I feel like i could have done beter level design but that since they are only a placeholder designs, it feel better about them being changed.</p2>
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<p2> I continued working on my level design in more detail today. I also started to reflect on past weeks and my past work. This took a while, and I'll go into more detail in my last entry. I could have done better level design, but since they are only placeholder designs, it feels better about them being changed.</p2>
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<img src="Redrawn Level 1 Room 1.jpg" alt="Redrawn Level 1 Room 1" height="200px" width="200px" >
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<img src="Redrawn Level 1 Room 1.jpg" alt="Redrawn Level 1 Room 1" height="200px" width="200px" >
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<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 intreset 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 tileset that Kuba is working on. So we are on track to completing our game. </p2>
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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 intreset 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 tileset 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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<p2>This week during the meeting i showed the group more designs for levels,I then spoke to Kuba to find out what out needed to be done and he told me to work on some Wepons.I had orginaly thought to do some more Ranged wepons but Kuba had a couple done as well, So i thouhgt to do some melee wepons, I created 4 daggers and focsed on the previously mentioned Element Damage, I also created a Trident that has 4 Element damage Effects.I also talked with Kuba this week after showing him the daggers we discssed using them as projectilies rather than actual melee wepons. Thsese may not end up being used but i still enjoyes making them even if theyy are not implemented.</p2>
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<p2>This week during the meeting, I showed the group more designs for levels. I then spoke to Kuba to find out what needed to be done, and he told me to work on some weapons. I had originally thought to do more Ranged weapons, but Kuba had a couple done as well, so I thought to do some melee weapons. I created four daggers and focused on the previously mentioned Element Damage. I also created a Trident that has 4 Element damage Effects. After showing him the daggers, I also talked with Kuba this week; we discussed using them as projectiles rather than actual melee weapons. These may not be used, but I still enjoy making them even if they are not implemented.</p2>
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<img src="Projectile-1.png" alt="Projectile 1" height="200px" width="200px" >
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<img src="Projectile-2.png" alt="Projectile 2" height="200px" width="200px" >
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<button class="accordion">Mid-Term</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 comfotable 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 disscused some ideas after some research I came to the conclusion that a Swordfish, Crocodile and a Manta Ray would be intersting 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>
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<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>
|
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<img src="SaltWaterCroc.jpg" alt="SaltWaterCroc Image" height="200px" width="200px" >
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<img src="SaltWaterCroc.jpg" alt="SaltWaterCroc Image" height="200px" width="200px" >
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<img src="Swordfish.jpg" alt="Swordfish Image" height="200px" width="200px" >
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<img src="Swordfish.jpg" alt="Swordfish Image" height="200px" width="200px" >
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<img src="MantaRay.jpg" alt="Mantaray Image" height="200px" width="200px" >
|
<img src="MantaRay.jpg" alt="Mantaray Image" height="200px" width="200px" >
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<p2> On Tuesday, I did more artwork and worked on my Game Development Diary, The artwork i did today was more for the attack, we orginaly had a placeholder beam attack, I improved the placeholder design with my own. I Also Made a placeholder Heart for Shay to try and programme a consumable to heal the player.</p2>
|
<p2> On Tuesday, I did more artwork. I worked on my Game Development Diary. The artwork I did today was more for the attack. We originally had a placeholder beam attack; I improved the placeholder design with my own. I also made a placeholder heart for Shay to try to program a consumable to heal the player.</p2>
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<br>
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<br>
|
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<img src="Heart.png" alt="Heart" height="200px" width="200px" >
|
<img src="Heart.png" alt="Heart" height="200px" width="200px" >
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<img src="LaserBeam.png" alt="LaserBeam" height="200px" width="200px" >
|
<img src="LaserBeam.png" alt="LaserBeam" height="200px" width="200px" >
|
||||||
<br>
|
<br>
|
||||||
<p2> A REFLECTION OF MY EXPERIENCE OF MAKING A GAME </p2>
|
<p2> A REFLECTION OF MY EXPERIENCE OF MAKING A GAME </p2>
|
||||||
<br>
|
<br>
|
||||||
<p2> I througly enjoyed this experience but there are a couple things that i regret, One of them being that i wasnt a Generalist i came into this wanting to try a bit of everything and as i wan not familiar with programming i felt i wasnt strong enough to do this myself so i felt i shouldnt 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 mad eme feel better aovut me not being a genetalist, Thats not to say i did not enoy working in art it was actual very intresting to see my desing and ideas come to life in our game this was a great experinece. </p2>
|
<p2> I thoroughly enjoyed this experience. Still, I regret a couple of things, one of them being that I wasn't a Generalist. I came into this wanting to try a bit of everything. I was unfamiliar with programming, so I 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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@ -195,7 +186,6 @@ for (i = 0; i < acc.length; i++) {
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<script>
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function openCity(evt, cityName) {
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var i, tabcontent, tablinks;
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var i, tabcontent, tablinks;
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@ -212,6 +202,5 @@ function openCity(evt, cityName) {
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}
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}
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</body>
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</html>
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Loading…
Add table
Add a link
Reference in a new issue