diff --git a/src/index.html b/src/index.html index dc22917..9a97e2d 100644 --- a/src/index.html +++ b/src/index.html @@ -51,7 +51,6 @@ -
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. @@ -59,7 +58,6 @@ 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.
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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. @@ -73,12 +71,12 @@
- 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 + Week 3 was a little bit unproductive for me, as I was not 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 discussed 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 language some people in our group knew including 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 language for me to learn regardless, so it did not bother me what language they decided on. So, the decision was made to change to GDScript; I look forward to working on the level design
- 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. + 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.
SinglePlainWall Image WallSprite1 Image @@ -90,7 +88,7 @@
- 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. + 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. We decided to use procedural map generation for our game as a group. 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 colours 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.
SpriteSeaweed Gif SandSprite2 Image @@ -101,31 +99,31 @@
- 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. + 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 should be which suits the top down perspective nicely. Also, when speaking about my Sand texture they said it was too crazy and not detailed enough so I spent more time on it making it look grainier this was similar 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.
- 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. + 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.
- 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. + Due to a Mid-Term during the lab times of that Module, we could not meet as a group due to conflicting schedules.
- 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. + 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 designs for the first biome, we discussed 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 enemy 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. Lvl 1 compact Desgin Lvl 2 compact design lvl 3 compact design
- 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. + These designs were split into the different rooms and made in more detail. As I said, we discussed some changes so that 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.
- 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. + 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.
@@ -135,7 +133,7 @@ Redrawn Level 1 Room 1 Redrawn Puzzle Level
- 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. + 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.
@@ -156,14 +154,14 @@ Swordfish Image Mantaray Image
- 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. + 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.
Heart LaserBeam
A REFLECTION OF MY EXPERIENCE OF MAKING A GAME
- 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. + 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.
@@ -204,3 +202,5 @@ function openCity(evt, cityName) { + +