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.
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.
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.
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
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.
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.
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.
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)
By May 10, as part of TEAM 6 as , I will have evidence of a variety of characters and dialogue by following Tutorialfor 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.
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.
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”.
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.
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.
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
Come up with ideas for the next arena
Create sprites and music for it
Begin coding the game
implement sprites and music
Pre-production Milestones
Design the lava arena
Finish trello board
Create songs, sound effects, and sprites for new arena.
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.