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 (FILM, SOUND, or GAME)

Embed or link the final version of the film, game, or song from your Google Drive (FILM & ROCK) or itch.io (GAME). Make sure it is publicly viewable.

Write a descriptive sentence about the embedded or linked project above.

SKILLS COMMENTARY

Link the team slideshow with your role, SMART Goal, and evidence of your SMART Goal for this session.

Write a sentence about your role in the slideshow and creative and technical contributions to the project.

POST-PRODUCTION – REFLECTION – Due Nov. 22

21st CENTURY SKILLS

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

How did you grow in these areas during this project? Pick one and explain.

Ways of Working (Communication & Collaboration)

How did you grow in these areas during this project? Pick one and explain.

Tools for Working (Info & Media Literacy)

How did you grow in these areas during this project? Pick one and explain.

Ways of Living in the World (Life & Career)

How did you grow in these areas during this project? Pick one and explain.

REACTIONS TO THE FINAL VERSION

Place at least one comment from the PEER review and cite the student’s first name. Place at least one comment from the ADVISOR review and cite the student’s first name.

SELF-REFLECTION

Pick one of these types of reflection; action points, evaluative, intentional, or retrospective, state which one you picked, and write your reflection here…

GRAMMAR AND SPELLING

Place the name of the grammar and spelling tool you used to create this blog post.

EDITOR

Name the person who reviewed your blog post for grammar and spelling issues. First name only.

DID YOU DELETE ALL OF MR. LE DUC’s INSTRUCTIONS ABOVE? <— DELETE THIS INSTRUCTION, TOO 🙂 !!!

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

10/30-11/3 Weekly Work Log

Session Number:1
Week Number:2
Total Estimated Hours Contributed this Week: 3
What is/was your overall goal for this week? Finish Enemy AI

Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
10-30Worked on the code for the skeleton’s attack, and adjusted variables to make it feel good to dodge.30 minutesYes
10-31 Imported the attack animation onto the skeleton to make it look better.1 hourYes
11-1 Fixed the attack animation’s look, and finished up various problems involving the AI. 30 minutesYes
11-2 I spent most of the class doing an interview with a Game Designer. I also came up with some ideas for the boss fight. 15 minutesYes
11-3 I wrote down the design for the boss fight and its mechanics on paper. 1 hourYes

Session 1 Production Project

SUMMARY

Role

Level Designer/AI Coder

Intention (SMART Goal)

By Oct. 12, as part of team 6 as A Level Designer, I will have evidence of an enemy who uses ai for movement and attack by following This Tutorial for Session 1.

PRE-PRODUCTION – INQUIRY

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

Shigeru Miyamoto is the level designer for the original Legend of Zelda, which is a big inspiration for our game. He designed games with a focus on gameplay that showed players what to do in a game, alongside making a huge open world to explore.

Training Source(s)

  1. Use link in description to download NavMesh
  2. Unzip file and open NavMeshPlusMaster folder
  3. Put NavMeshComponents folder in unity
  4. Create an empty game object called environment and a square child called walkable
  5. Attach navigation modifier to square
  6. Create an empty game object called NavMesh and add navigation surface component and Navigation CollectSources2d to it
  7. Select rotate surface to xy and bake the navigation collectsources modifier
  8. Create a square called obstacle as a child of environment
  9. Obstacle is not walkable, and the AI will find a way around. Set it to layer 1, above the environment.
  10. Add a NavigationModifierComponent to the obstacle. Select override area checkbox and not walkable in the area field.

Project Timeline

Proposed Budget

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 the skeleton enemy and the boss for the game. This involved using relatively simple movement AI alongside animations for the attack.

POST-PRODUCTION – REFLECTION

21st Century Skills

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

Originally, the boss in our game could be pushed around by the player due to his low mass, leading to strange gameplay where you could change the trajectory of his attacks. I tried increasing his mass, but it caused him to phase through walls. Then, I tried to lock his x and y positions, but this caused him to be unable to move. The final solution I found was increasing the mass of the boss AND the walls, causing him to still be pushed back the walls, but also be too massive to be pushed by the player.

Ways of Working (Communication & Collaboration)

I communicated through the team extensively about various bugs and features that we needed to add. I would also make sure that the rest of the team was on task and being productive.

Tools for Working (Info & Media Literacy)

To help learn how to code enemies into our game, I researched and utilized Youtube tutorials to learn how to use Navmesh, a system to make enemies path-find towards the player.

Ways of Living in the World (Life & Career)

I learned how to code and utilize AI to make enemies function, something that I had never done before with coding.

Reactions to the Final Version

We got several compliments about the quality of the game for the time we had. Additionally, we were told that there should be some form of hit registration for enemies so that it is clear when you hit an enemy.

Self-Evaluation of Final Version

The final version of our game was very good. It was the most that I had achieved in a single session during my time in Game Design up to this point. The only bad part is we had to pivot our design plans for next session, changing it into more of a rouge-like than an adventure game. However, the game itself turned out very good.

Grammar and Spelling

Grammarly and Connor

Editor

Connor

June 12th – June 16th Weekly Work

Session Number:6
Week Number:8
Total Estimated Hours Contributed this Week: 4
What is/was your overall goal for this week? Create levels



Work Tasks 

Date Task Description Time Spent Was / Were your choices and work Best Practices? Why? 
6/12Worked on improving my linked in 1 hourIt was a best practice since Leduc told me to do it.
6/13Made my linked-in summary. 1 hourIt was a best practice since Leduc told me to do it.
6/14Created a recommendation for Arlo 1 hourIt was a best practice since Leduc told me to do it.
6/15Edited the levels in our game, since the player’s jump height was changed and needed to be accounted for. 1 hourThis was a best practice since it was getting the levels working.
6/16I didn’t do any work.0 minutesNot a best practice since I did nothing



Personal Comments (Optional) 

Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: