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<button class="accordion">31/1/25</button>
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<p>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.</p>
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<p>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.
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<p>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. </p>
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<button class="accordion">7/2/25</button>
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<p> </p>
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<p>Week 2 for me was quite productive as I had to go and download all the software and familliarise myself with the new software such as Godot and Github, Github was going to be used as a respository to store all the sprites and pieces of code. After doing the Unity Tutorial i was familiar with teh look of a game engine so when i looked at Godot i was able to understand the way it worked, I also joined the group Figma board which is an online Whiteboard this is used to share our ideas and expand on the ones we already. During the meeting we disccused hte movement in more detail as during the week we were still unsure of tile-based movement but after further disscusion we aggred to stick with it and use turn-based combat and movement, basically a menu pops up on your go and you can choose to move or attack and enemy. </p>
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<button class="accordion">Section 3</button>
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<p></p>
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<div id="Links" class="tabcontent">
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<div id="Links" class="tabcontent">
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<h3>Links</h3>
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<p>The links i use.</p>
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</div>
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