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

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