DELETE ALL OF MR. LE DUC’s INSTRUCTIONS DETAILED ABOVE AFTER COMPLETING THEM
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 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.
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.
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.
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.
It was a best practice since Leduc told me to do it.
6/13
Made my linked-in summary.
1 hour
It was a best practice since Leduc told me to do it.
6/14
Created a recommendation for Arlo
1 hour
It was a best practice since Leduc told me to do it.
6/15
Edited the levels in our game, since the player’s jump height was changed and needed to be accounted for.
1 hour
This was a best practice since it was getting the levels working.
6/16
I didn’t do any work.
0 minutes
Not 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:
Finished creating the working door and key. Also began working on a falling platform
1 hour
This was a best practice since I need game objects to make the level.
6/6
Made the falling platform work. I tried to code a ball and chain, but it doesn’t fit the game.
1 hour
This was a best practice since I need game objects to make the level.
6/7
Completed the first level. I drew a sketch of it during my physics class yesterday and then implemented it into the game today.
1.5 hours
This was a best practice since I designed a level that we need to make the game playable.
6/8
Started the second level. Adjusted Cannonball speeds to make it work better with the level
1 hour
This was a best practice since I designed a level that we need to make the game playable.
6/9
Continued making the second level. There’s an issue with the player’s movement where the player clips into walls a lot. It ended up being broken even more today, so I changed back to a previous level.
1 hour
This was a best practice since I designed a level that we need to make the game playable.
Created a google document with a list of objects I want to add to levels.
12 minutes
This was not a best practice since I was distracted for most of the period.
5/31
Added more trap ideas to the google document. Began coding a crossbow trap that fires at the player.
1 hour
This was a best practice cause I started work on my goals for the week.
6/1
Worked with John and finished making a crossbow trap that hurts the player when it fires arrows. Began making a door and a key
1 hour
This was a best practice since I did work that needs to be done to complete the game.
6/2
Fixed an issue with the crossbow where its arrows would fire indefinitely
30 minutes
This was a best practice since we needed to fix this issue to get one of our core parts of the game to work.
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:
I was absent half the period because my alarm didn’t go off. When I got to school, I just watched john do a playtest of the game.
30 minutes
This was not a best practice, since I was gone for half the period. I did notify my team about it, which is good.
5/2
I found out that light in my map wasn’t working, so I worked on trying to fix it.
1 hour
This was a best practice, since it was a bug I was unaware of that caused the map to be very hard to see, so fixing it was good.
5/3
Found out a solution to light not working by placing directional lights that point in every direction, causing everywhere in the map to be lit up.
1 hour
This was a best practice, since it was a bug I was unaware of that caused the map to be very hard to see, so fixing it was good.
5/4
Added collision to some of the boxes in the map. Also fixed a change I made to the shotgun that I accidentally deleted by downloading somebody else’s version of the game
1 hour
This was a best practice, since we’re showing off our game tomorrow, meaning that working on making things playable is the highest priority. Without collision, things in the second map would not work.
5/5
Hunter looked at our game and gave feedback.
1 hour
This was a best practice, since it allowed us to get feedback on their game.
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:
I am very happy with the amount of work I have done, since I have completed everything I’ve been working on, and got to do balancing on the guns, which is something I really enjoy doing.