generated from Skynet/deploy_user
This commit is contained in:
parent
a7118b31f0
commit
9eb9e81bca
1 changed files with 1 additions and 1 deletions
|
@ -79,7 +79,7 @@
|
||||||
<p>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.</p>
|
<p>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.</p>
|
||||||
<p> 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. </p>
|
<p> 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. </p>
|
||||||
<img src="PillarSprite1.png" alt="PillarSprite1 Image" height="200px" width="200px" >
|
<img src="PillarSprite1.png" alt="PillarSprite1 Image" height="200px" width="200px" >
|
||||||
<img src="PillarSprite2.png" alt="PillarSprite2 Image" height="200px" width="200px" >
|
<img src="PillarSprite3.png" alt="PillarSprite3 Image" height="200px" width="200px" >
|
||||||
<img src="PillarSprite4.png" alt="PillarSprite4 Image" height="200px" width="200px" >
|
<img src="PillarSprite4.png" alt="PillarSprite4 Image" height="200px" width="200px" >
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue