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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">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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<p2>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.
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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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<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 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 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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<p2> 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.
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After discussing the (Instant Single Action) Turn-based combat, we discussed the game's Roguelike Aspect. 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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<button class="accordion">14/2/25</button>
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<p2 class="solid"> 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 </p2>
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<p2>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 should help 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 </p2>
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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 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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<p2>Week 4 was 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. 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 the practice helped me in the future. I got used to the software quite quickly, but not as soon if I hadn't taken the time to practice it.</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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<img src="WallSprite2.png" alt="WallSprite2 Image" height="200px" width="200px" >
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<img src="WallSprite3.png" alt="WallSprite3 Image" height="200px" width="200px" >
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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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<button class="accordion">27/2/25</button>
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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. 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. </p2>
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<p2>The 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 considerable 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 plan 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 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 week was very productive regarding artwork, as I attempted 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.</p2>
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<button class="accordion">6/3/25</button>
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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 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. </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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</div>
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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 following 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.</p2>
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<p2> Reflecting on this week it was pretty 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 required to make it look good for our game, I still struggle with this but, I understand what is needed to be done.</p2>
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<button class="accordion">13/3/25</button>
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<button class="accordion">20/3/25</button>
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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 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. </p2>
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<p2>20/3/25
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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.
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</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 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 design" 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 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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<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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<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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<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 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>
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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 caught 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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<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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<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 thought of doing more Ranged weapons, but Kuba had a couple done, so I thought of doing some melee weapons. I created four daggers and focused on the previously mentioned Element Damage. I also made 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/Week 12</button>
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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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<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 engaging 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="150px" width="150px" >
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<img src="Swordfish.jpg" alt="Swordfish Image" height="150px" width="150px" >
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<img src="MantaRay.jpg" alt="Mantaray Image" height="150px" width="150px" >
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<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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<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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<img src="Heart.png" alt="Heart" height="200px" width="200px" >
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<img src="LaserBeam.png" alt="LaserBeam" height="200px" width="200px" >
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<p2>After This i was asked by Leo to implement some of my Level Designs for the game using Godot, but i was unfamiliar with the software but Leo showed me what i had to do, I used the previously made tileset made by Piraka to make some basic levels for the game these would be used for Leo's procedural map generation.</p2>
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<p2>After this, Leo asked me to implement some of my Level Designs for the game using Godot, but I was unfamiliar with the software. Still, Leo showed me what I had to do; I used the previously made tileset made by Piraka to make some basic levels for the game. These would be used for Leo's procedural map generation.</p2>
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<a href="https://youtu.be/WfwqPscmrIA"> Here is the link to the video showing the levels I made</a>
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<p2>After this video was made I made a couple more levels which brings our total to 10 Levels.</p2>
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<p2> I also was told to create a hit marker sprite I was very impressed with how it came out, i took refrence from other 2d effects and it came out</p2>
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<p2> After making this video, I made a couple more levels, bringing our total to 10 Levels. I was also told to create a hit marker sprite. I was very impressed with how it came out. I took references from other 2D effects, and it came out. </p2>
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<img src="Enemy Hit Mark.gif" alt="HitMarker Gif" 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 few 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 thought 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. My Reflection on Artwork: I went into this without experience and came out moderately impressed. I'm not the best at character sprites, but I was impressed with some of the weapons I created, along with the enemy hit mark and laser beam. My Overall experience was quite pleasant with artwork, I think if I spent some time with it and kept trying and creating new sprites, I would be able to get better at making characters for the future. My Reflection on Level Design is a bit different as it was a new experience like most things in this project, I would say I had more fun with level design and designing levels and it where most of my ideas came from especially when it came to the puzzle levels, but I am slightly unhappy that we were unable to implement the puzzle levels but in the end I had a great time design levels even the handwritten drawings i could envision the seaweed growing and the plant life thriving in a coral background which I think would have been a great first biome but that was unforently not implemented on time, I still had a great experience with Level design. </p2>
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<p2> I thoroughly enjoyed this experience. Still, I regret a few 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 thought 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. My Reflection on Artwork: I went into this without experience and came out moderately impressed. I'm not the best at character sprites, but I was impressed with some of the weapons I created, along with the enemy hit mark and laser beam. My overall experience with artwork was quite pleasant; if I spent some time with it and kept trying and creating new sprites, I could get better at making characters for the future. My Reflection on Level Design is a bit different as it was a new experience like most things in this project, I would say I had more fun with level design and designing levels and it where most of my ideas came from especially when it came to the puzzle levels, but I am slightly unhappy that we were unable to implement them. </p2>
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</div>
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<script>
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Add table
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Reference in a new issue