Immortal Man fights a God until he’s strong enough to beat them

LOGLINE / WHAT PROTAGONIST DOES

  • Immortal Man fights a God until he’s strong enough to beat them

PROTAGONIST / MAIN CHARACTER

  • Earl is immortal and will always get revived whenever he dies

PROTANGIONST CORE WOUND or MOTIVATION 

  • Earl wants to prove he is stronger than a god, so he tries to beat one in combat

GENRE

  • Top down action game

PLOT DESCRIPTION / GAME PLAY & WIN STATE

  • Earl will fight a really overpowered boss that will defeat him very easily. Each time he dies, the player gets to choose an upgrade, making Earl stronger, and the player will be more aware of the bosses attack patterns. Every death will make the player stronger until they are strong enough to beat the boss and win.

INFLUENCES and EXAMPLES

  • Dark Souls gameplay loop
  • Hades combat mechanics

Session 3 Year 2024 Production Project

Minion toy, location unknown, 26/02/2017“/ CC0 1.0

SUMMARY – Due Dec. 9

Role

  • Writer/Menus/Producer

Intention (SMART Goal) for the Session

  • By Jan. 10, as part of TEAM 6, I will have evidence of a working lane system for our MOBA by following This Tutorial for Session 3.

PRE-PRODUCTION – INQUIRY – Due Dec. 13

LEADER(S) IN THE FIELD / EXEMPLARY WORK(S)

Primary Source

Joar Jakobsson is the programmer for Rain World. Rain World has a very complicated and in-depth AI system for its enemies. I would also like to have a relatively complex AI system for the minions in our game.

Secondary Source

TRAINING SOURCE(S)

PROJECT TIMELINE

Pre-production Milestones

  • Plan out minions
  • Design Towers
  • Design midboss and jungle enemies

Production Milestones

  • Oversee Blake working on minion and tower art
  • Code different types of minions
  • Code tower attacks

Post-production Milestones

  • Implement minion animations
  • Implement tower animations
  • Upload game to Itch.io

PROPOSED BUDGET

4 Team Members * $20/Hour * 20 Days = $1,600

EVIDENCE OF TEAM PLANNING AND DECISIONS

https://docs.google.com/document/d/15HKjz1v9lIhNJ79M_pwXfSqbZGGZBH58PXsHttxYnKY/edit?tab=t.0

PRODUCTION – ACTION – Due Jan. 8

THE (FILM, SOUND, or GAME)

https://funny-man-bryce.itch.io/versus-project

SKILLS COMMENTARY

Our evidence was in the credits menu. By the end of the session, I had a working lane with enemies that attacked towers, and a win state from destroying all 4 of the enemies towers.

POST-PRODUCTION – REFLECTION – Due Jan. 17

21st CENTURY SKILLS

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I had a lot of problems getting the minions to know which enemies they were meant to target. I researched how to make code to find the closest object so that minions could determine who was closest that they should attack.

Ways of Working (Communication & Collaboration)

I helped Nate learn how to use Unity to edit the map, and I helped Blake know which sprites he should work on.

Tools for Working (Info & Media Literacy)

I learned a lot about Navmesh (our ai pathfinding system for enemies) by doing research and finding various tutorials on why certain aspects of Navmesh weren’t working.

Ways of Living in the World (Life & Career)

I worked on the game for several hours at home during my free time, but I made sure to only work when it was something I was genuinely passionate about adding to the game in order to make sure I didn’t get burnt out.

REACTIONS TO THE FINAL VERSION

“The game looks very promising, but the characters need animations in order to tell when they’re attacking” -Hunter

SELF-REFLECTION

I’m using intentional reflection. With the skills I have aquired this session, I would like to work on future projects. My AI skills can be used for a turnbased combat game idea I’ve had for a while. Additionally, I have learned how to develop multiplayer games, and I would like to use that knowledge in order to make a card game. In terms of areas I want to explore further, I would like to learn more about character development and game balancing in the upcoming sessions as I work on character abilities and design.

GRAMMAR AND SPELLING

Grammarly and Nate

EDITOR

Nate

Player Fighting Unreliable Narrators to choose the correct path

LOGLINE / WHAT PROTAGONIST DOES

In a world where narrators try to tell you what to do, you need to find the correct path, or else you’ll get a bad ending.

PROTAGONIST / MAIN CHARACTER

  • Protagonist is a silent stand-in for the player. They are mainly meant to follow the players beliefs and viewpoints, since the main character focus is on the two narrators.

PROTANGIONST CORE WOUND or MOTIVATION 

  • Protagonist and player want to choose the correct path

GENRE

  • Platformer

PLOT DESCRIPTION / GAME PLAY & WIN STATE

  • Player platforms over obstacles while listening to two narrators that discuss which path the player should take.
  • The player will eventually reach an ending, which will be different depending on decisions they have made.

TREATMENT: THE WORLD OF THE PROTAGONIST

  • Protagonist world is a world where every decision is made via platforming

INFLUENCES and EXAMPLES

  • Gameplay Influences: Mario Maker
  • Story Influences: Stanley Parable/Slay The Princess

Session 2 Year 2024 Production Project

Friends Playing on PC” by Darren2/ CC0 1.0

SUMMARY – Due Oct. 25

Role

  • Writer/Menu/Producer

Intention (SMART Goal) for the Session

  • By Nov. 15, as part of TEAM 6, I will have evidence of a working map and minions by following This Tutorial for Session 2.

PRE-PRODUCTION – INQUIRY – Due Oct. 30

LEADER(S) IN THE FIELD / EXEMPLARY WORK(S)

Primary Source

Riot August

Secondary Source

TRAINING SOURCE(S)

PROJECT TIMELINE

Pre-production Milestones

  • Plan out Map Design
  • Get Different Teams working
  • Come up with core Characters and Mechanics

Production Milestones

  • Develop Characters and Map
  • Make Character and Map Art
  • Make Music/Voicelines/Sound Effects

Post-production Milestones

  • Implement Art
  • Implement Sound
  • Upload game to Itch.io

PROPOSED BUDGET

4 Team Members * $20/Hour * 14 Days = $1,120

EVIDENCE OF TEAM PLANNING AND DECISIONS

https://docs.google.com/document/d/15HKjz1v9lIhNJ79M_pwXfSqbZGGZBH58PXsHttxYnKY/edit?tab=t.0

PRODUCTION – ACTION – Due Nov.15

THE (GAME)

https://funny-man-bryce.itch.io/versus-project

SKILLS COMMENTARY

I created the credits menu and put everybody’s evidence into the game itself so that we wouldn’t have to create a slideshow.

POST-PRODUCTION – REFLECTION – Due Nov. 22

21st CENTURY SKILLS

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I used problem solving to figure out how to export our game without breaking the multiplayer, since WebGL did not work. I did research and tried out various different forms of exporting the game, until I was able to make a downloadable version of the game which works.

Ways of Working (Communication & Collaboration)

I communicated with the team and made sure that the team was on task and getting their work done.

Tools for Working (Info & Media Literacy)

I used the Unity Multiplayer website to research everything I needed in order to get the multiplayer for our game to function.

Ways of Living in the World (Life & Career)

I did a lot of work at home on the game in order to make sure we got tasks done on time.

REACTIONS TO THE FINAL VERSION

We didn’t get feedback on our game.

SELF-REFLECTION

Intentional Reflection

I intend to use multiplayer mechanics in other games I make with the skills I have learned. Additionally, using the knowledge of making multiplayer, I would like to continue fixing the connection issues we occasionally have in our game.

I want to research enemy AI more, so that I can make working enemies for next session. I would also like to examine map design further, to make our map in our game better.

GRAMMAR AND SPELLING

Blake and Grammarly

EDITOR

Blake

Session 1 2024 Production Project

SUMMARY – Due Sept. 27

Role

  • Writer/Menus/Producer

Intention (SMART Goal) for the Session

  • By Oct 11, as part of TEAM 6, I will have evidence of working local multiplayer by following this tutorial for Session 1.

PRE-PRODUCTION – INQUIRY – Due Oct. 3

LEADER(S) IN THE FIELD / EXEMPLARY WORK(S)

Primary Source

Paul Belleza was the map designer for League of Legends. This moba is our main inspiration, and we want to create a similarly engaging map and world to fight other players in.

Secondary Source

https://leagueoflegends.fandom.com/wiki/Paul_%27Pabro%27_Bellezza

TRAINING SOURCE(S)

8:21 Use UI buttons to create the host and client
18:31 Use Network Transform in order to get computers to have syncronized movement
23:09 Must use NetworkBehavior instead of MonoBehavior in order to use network variables
35:48 Server RPC takes information and gives it to the server/host computer
40:36 Client RPC takes information and gives it to every client/host computer
44:26 In order to get objects to show up on both computers, must put them in the Network Prefabs List
45:42 When spawning an object, must set it’s NetworkObject.Spawn to true
52:33 Multiplayer Tools can allow you to troubleshoot issues
55:38 Every computer must use the same IP address as the Host computer in order to connect
57:16 Connecting computers farther than locally is way too difficult

PROJECT TIMELINE

Pre-production Milestones

  • Plan out Map Design
  • Get Multiplayer Working
  • Come up with core Characters and Mechanics

Production Milestones

  • Develop Characters and Map
  • Make Character and Map Art
  • Make Music/Voicelines/Sound Effects

Post-production Milestones

  • Implement Art
  • Implement Sound
  • Upload game to Itch.io

PROPOSED BUDGET

Budget Spreadsheet

EVIDENCE OF TEAM PLANNING AND DECISIONS

https://docs.google.com/document/d/15HKjz1v9lIhNJ79M_pwXfSqbZGGZBH58PXsHttxYnKY/edit

PRODUCTION – ACTION – Due Oct.11

THE (FILM, SOUND, or GAME)

https://funny-man-bryce.itch.io/versus-project

SKILLS COMMENTARY

I had to learn how to develop and implement multiplayer in order to connect two computers on the same network together. This improved my learning skills, since I was required to do a lot of research in order to figure out how things worked.

POST-PRODUCTION – REFLECTION – Due Oct. 18

21st CENTURY SKILLS

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I demonstrated problem solving through my ability to troubleshoot the many aspects of Unity Multiplayer. In the end, I was able to get multiplayer working despite many difficulties.

Ways of Working (Communication & Collaboration)

I communicated with my team in order to get us all on track and doing what needed to be done. Additionally, I reached out to a friend outside of school who was knowledgable about Unity Multiplayer in order to learn more about what I needed to do.

Tools for Working (Info & Media Literacy)

I used several tutorials for Unity Mulitplayer in order to figure it out. This helped give me direction and learn what I needed to do to make the game function.

Ways of Living in the World (Life & Career)

I was able to deal with 2 of my team members unexpectedly leaving our team due to scheduling issues, and still get a game out in the short time we had for our session.

REACTIONS TO THE FINAL VERSION

“The game has a cool artstyle and concept, I’m excited to see more.” -Blake

SELF-REFLECTION

I picked evaluative reflection. I was able to learn new skills and apply them quickly. Additionally, I did quite well with dealing with the many setbacks we had this session. However, having teamates suddenly leave this session was very challenging. And, in the end the multiplayer still had a lot of issues, so I should have worked on it more.

GRAMMAR AND SPELLING

Grammarly and Leo

EDITOR

Leo Martinelli

Oil Man GDD For Solo Dev – Due May 16.

  • Game Introduction
    • Genre-Platformer
    • GamePlay-Attempting to move around but being very slippery depending on the amount of oil you have (3). Water will make you lose oil, and you can pick up more oil from oil cans scattered throughout the level.
    • Target audience and platforms-People who enjoy score-based platformers that scale in difficulty based on their skill level. (6)
    • Look and Feel-Simple game with stickman characters. It’s meant to feel difficult to control and awkward until you are able to master the control system. (4 and 7)
    • Story-You are covered in oil and must reach the end of the level to get more oil.
    • How to Play-WASD to move, space to jump, reach the end of the level with as much oil as possible (1). The game ends at the end of the level, where you’ll get a victory screen with a score depending on the amount of oil you had by the end (8). You beat the game if you get to the end of the level (9). You lose the game if you run out of oil by touching water (10)
  • Technical
    • System Requirements-Itch, Keyboard
    • Game Architecture-Oil
    • User Interface (controls)-WASD, space, esc (1)
  • Artwork (design)
    • Technical Requirements-none
    • Heads Up Display (HUD)-Options, Oil meter
    • Characters
      • Oil man
      • Water
      • Fire
    • Level Design-Focused on lenient platforming to encourage the player to set their own difficulty depending on oil amount (5)
    • Global Elements-Oil man character
    • Player View-2D Third Person
    • Game Flow Chart
  • Development
    • Abstract Classes/Components- Player class
    • Derived Classes/Component Compositions-player jumping, walking, collecting oil
  • Audio & Sound F/X
    • Technical Requirements-None
    • Player Elements-Oil Man walk
    • Global Elements-Picking up Oil
    • Splash Screens-None
    • Menu Fx-Star button press
  • Marketing
    • Key Features-Funny aesthetic, risk-reward gameplay (2)

Session 5 2024 Production Project

SUMMARY

Role

Writer/Menus/Producer

Intention (SMART Goal) for the Session

By May 10, as part of TEAM 6 as , I will have evidence of a variety of characters and dialogue by following Tutorial for Session 5.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Lucas Pope is the creator of papers,please, a game which is the basis for our game concept. He’s able to make a game that is both very fun and very stressful to play, with it constantly introducing new mechanics so that it never gets tiring.

Primary Source

Secondary Source

Training Source(s)

Project Timeline

Pre-production Milestones

  • Make blog post
  • Plan out character concepts
  • Begin Unity project

Production Milestones

  • Create game systems
  • Create character art
  • Make a variety of characters for the game

Post-production

  • Import art and music in game
  • Finish blog post
  • upload game to itch

Proposed Budget

https://docs.google.com/spreadsheets/d/10_KAfqlhbAo5c3KZzuK1WkLJzhiqFkDaJljMzz3B3-0/edit#gid=0

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1u3VdRWYkiNLBmZVvsny6HO1dKxIKib0DIJRzTZ8CDf8/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://funny-man-bryce.itch.io/wizard-transportation

Skills Commentary

I demonstrated the ability to create a variety of characters and dialogue by making the dialogue for all of the characters. In total, we had 24 characters who would show up multiple times with unique dialogue. Additionally, they said different things depending on if you cleared, kicked, or fired them.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I struggled to design a system for characters to have new dialogue when they return since the current dialogue system could only display one line of text. To solve this, I kept track of every time a character appeared and used that number to pick their next line of dialogue on an array.

Ways of Working (Communication & Collaboration)

When coming up with new character or item ideas that I wanted to implement into the team, I would talk to my artists and ask them to draw them then implement them myself.

Tools for Working (Info & Media Literacy)

I used a Brackeys tutorial on scriptable objects to understand them and utilize them as character stats in our game.

Ways of Living in the World (Life & Career)

I worked at home towards the end of the session to ensure I would complete the game on time.

Reactions to the Final Version

“The UI in the game should be centered on the screen, and there needed to be a title screen.” -Hunter

Self-Evaluation of Final Version

Our game turned out very good. It ended up being a fun and fully complete game, which surprised me quite a bit. The variety and gameplay loop was engaging. The only way it could have been improved is with a few UI fixes and more content in general.

Grammar and Spelling

Editor and Grammarly.

Editor

Leo M

Someone or Thing Fighting Someone or Thing for Someone or Thing Pitch

LOGLINE

Wizard Fights technological invasion for the world.

PROTAGONIST 

The protagonist is a wizard who accidentally merged their world with a futuristic one.

PROTANGIONST CORE WOUND / MOTIVATION 

The Wizard wants to seal the rift between worlds so that everything isn’t taken over by technology.

GENRE

Puzzle Game where you have to spot the difference between the “normal” fantasy world and the futuristic world that’s leaking through. If you don’t seal all the leaks in time, the world gets overtaken.

INFLUENCES and EXAMPLES

Other similar puzzle games like “I’m on Observation Duty” and “Papers, Please”.

Session 4 2024 Production Project

SUMMARY

Role

Enemy Designer

Intention (SMART Goal) for the Session

By March 1, as part of TEAM 6 as Enemy Designer, I will have evidence of a cast of enemies that interact with each other and the player by following Characteristics of Good Enemy Design for Session 4.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Ed Gorinstein is the enemy designer for Hades. He was able to create enemies and bosses that scaled with the difficulty of the game. By slowly introducing new attacks and enemy types, he was able to slowly expand the replayability and enjoyment of the game.

Primary Source

Hades

Secondary Source

Training Source(s)

Project Timeline

Pre-production Milestones

  • Plan out enemy designs
  • Create sprite work for boss
  • Plan out the progression system

Production Milestones

  • Create new enemies
  • Make a shop and exp system
  • Add in sprites

Post-production

  • Finish Edublogs
  • Make Slideshow
  • Polish game

Proposed Budget

A budget will be completed during Session 5, 2024

Evidence of Team Planning and Decisions

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://funny-man-bryce.itch.io/arlos-game

Skills Commentary

I created several enemies. A lava golem, a pyromancer, and a final boss. This demonstrated my smart goal, since all of the enemies played off of each other in unique ways.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

I came up with ideas for several enemies to implement into the game. Additionally, after I made all of these enemies, I created a wave system that utilized the enemies I created to spawn them in certain intervals and places. I also fixed several bugs that our group was struggling with during development. One major issue was that the weapons could not hit multiple enemies, making the combat feel stale. I solved this by going through every option that could be causing the multihit to not work until I was able to remove the specific line of code that was causing it.

Ways of Working (Communication & Collaboration)

I talked to my team whenever we needed new artwork to make sure that we had the art we needed for our game. When I worked from home, I also scheduled calls to work with team members on the game, allowing us to develop several features together.

Tools for Working (Info & Media Literacy)

I followed Brackey’s tutorial in order to make the audio manager system, allowing us to quickly and easily add audio into our game. I also took heavy inspiration from Binding of Issac to design the enemies to be very unique when compared to each other.

Ways of Living in the World (Life & Career)

I did a lot of work at home to make sure that we would finish our game on time. Even when I was sick, I made sure to put in the necessary time into the game to implement all of the features we wanted.

Reactions to the Final Version

“The game would do well at the game competition. I would like to see a copy of the game. Also have the camera not drift off into the void and constrain it to the main arena.” -Jim

Self-Evaluation of Final Version

I think our game turned out incredibly good. This is one of the first sessions where we actually made a complete and playable game, and I’m very impressed with the quality of the game. There are a few minor bugs, but they don’t detract too much from the experience.

Grammar and Spelling

Grammarly

Editor

Leo

Session 3 2023 Production Project

SUMMARY

Role

Programmer/Enemy Designer

Intention (SMART Goal) for the Session

By Jan. 12, as the Enemy Designer for TEAM 6, I will learn and implement good enemy design into our game, by following this tutorial for Session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Edmund McMillen is the creator of Binding of Issac, an incredibly popular action-rougelike. The enemy design in the game is very good, and it is the main inspiration behind my enemies.

Training Source(s)

Project Timeline

  1. Come up with ideas for the next arena
  2. Create sprites and music for it
  3. Begin coding the game
  4. implement sprites and music

Pre-production Milestones

  • Design the lava arena
  • Finish trello board
  • Create songs, sound effects, and sprites for new arena.

Production Milestones

  • Code new enemies and arena
  • Implement art into game
  • Add a progression system

Post-production

  • Finish blog post
  • Tidy up game aspects and balancing
  • Post the new game version

Proposed Budget

https://docs.google.com/spreadsheets/d/1BHYxgoam9iDNGotKXAd16FtNob-4tj83czaovkG_cOE/edit#gid=0

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1jeAAKii-vx7qmQOZCHuP-ZXikgoX38AhjqFciYmYMZ4/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://funny-man-bryce.itch.io/arlos-game

This is the itch page for the game we created this session.

Skills Commentary

https://docs.google.com/presentation/d/1z98x61gPPDNFFj0yKFafgjNBxbuoHvJrXzSzDpCM8Xk/edit#slide=id.g1176dcbe26d_0_0

This is the slideshow that demonstrates the skills we have learned in this session.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Halfway through the session, we had to switch from Plastic to GitHub due to Plastic requiring a subscription. By following tutorials and googling how to set up GitHub, I was able to switch our project to it successfully. Additionally, I also solved an issue where we couldn’t upload the game because it wasn’t connected to our Unity ID. I was able to solve this issue by typing in the error messages I received to Google and using information from peers to find tutorials online.

Ways of Working (Communication & Collaboration)

I communicated to my team when I needed help with certain aspects of the game, or when I was encountering issues with Unity. I also asked the class for help with problems I had with uploading our game to Itch.io.

Tools for Working (Info & Media Literacy)

Whenever I was stuck, I searched for things online and used tutorials. Additionally, I used The Binding of Isaac as my inspiration for enemy design.

Ways of Living in the World (Life & Career)

I’ve been playing a lot of Binding of Isaac at home, which has helped me understand what I want to do for the enemies in our game.

Reactions to the Final Version

“I’m excited to see where it goes from where it is” -Spencer

It seems like most people just wanted to see how the game would turn out in the sessions to come.

Self-Evaluation of Final Version

Our game turned out pretty good, in my opinion. We didn’t reach all of the stuff we wanted to do this session, but I’m still proud we got a playable version of the game out. I think that the next session will help us get the game to a really good state.

Grammar and Spelling

Grammarly.

Editor

Larry