Here's certainly my last post in this blog that was not really active, i'm not really used to do that.
This week was the last one until the final goal. The game is much more beautiful now, the 3D is nice and the colors render good. We did the merge on tuesday and most of it has gone really well. Just some bugs to fix but it was quite good. It was really the last big session of coding (some bug fixes afterward but nothing much). And on Wedsneday we wrote the last parts of the GDD (i already had written most of mine but still modified some). Sadly, i couldn't be there for the presentation as i had another seminar mandatory but i heard that everything went well.
Now let's talk about my thoughts about the course and all the projects. I really liked the course, the fact that people that works in king and others come to present something was really cool. And the project was really nice. Really understand how the development of a game works from A to Z with the GDD and a business plan, everything was really cool to discover. Sadly i really wanted to discover how unity worked but we did our project in java, one of the only regrets i have. But at least i discovered Box2D and libgdx that are really nice. I concentrated mostly in the part i wanted to concentrate on which means coding. Another regret that i have is that we lost a lot of time with useless stuff and debating on things that are not really important. If we all concentrate more on the important stuff and coding, i really thought that we could have gone really further.
My favorite project is KamiClones so our project because the idea really seduced me, the fact that you have to die to solve some puzzles is really funny i think. From the other projects the one i also liked is Knock Off or B.A.M. (don't really remember the name) because for me it was a mix between Halo and Super Smash Bros and it's two games that i played a lot in split screen with friends so this fact and also the fact that it brings the nostalgia to play in split screen with friends was really nice. The one that i found the less attractive is Quest so the one with the geo localisation. I don't really found an interest in it so i can't know why people would like to play this game. For me it seems to look more on the benefice than on the players and i don't really like that.
In general it was a really nice course.
AntonioDevBlog
jeudi 7 décembre 2017
dimanche 3 décembre 2017
Hello i'm back, it's been a long time since i posted something here. So here's the new stuff that i have done since last time. I have done a lot of stuff so i might even forget some things.
The game has well evolved. It has three different clones : the normal one, the bouncing one and the freezing one. The bouncing let a jumper when it dies and you can use it to jump really higher, the freezing freezes the stuff he dies on (for example a saw or a "wrecking ball"). It has now 4 levels, they are all quite easy to help the player understand the mechanics. of the game.
In the game, i did the contact Listener so that's what tells the game what to do when a contact happens. So for example when the player is in contact with the ground then he's allowed to jump but if he isn't is not allowed to. Also when he hits an obstacle (for example spikes) that's what makes him die and respawn.
I also did the end level flag. It's really a simple design but when you touch it (the contac tListener is used again) it destroys this level and it teleports you to the next level and you can continue your beautiful adventure.
And for the last but not the least, i made the user interface that pops when you die or change of level, that allows you to choose between all the different kind of clones that you can have.
Different Clones
The game has well evolved. It has three different clones : the normal one, the bouncing one and the freezing one. The bouncing let a jumper when it dies and you can use it to jump really higher, the freezing freezes the stuff he dies on (for example a saw or a "wrecking ball"). It has now 4 levels, they are all quite easy to help the player understand the mechanics. of the game.
Contact Listener
In the game, i did the contact Listener so that's what tells the game what to do when a contact happens. So for example when the player is in contact with the ground then he's allowed to jump but if he isn't is not allowed to. Also when he hits an obstacle (for example spikes) that's what makes him die and respawn.
End Flag
I also did the end level flag. It's really a simple design but when you touch it (the contac tListener is used again) it destroys this level and it teleports you to the next level and you can continue your beautiful adventure.
The User Interface
And for the last but not the least, i made the user interface that pops when you die or change of level, that allows you to choose between all the different kind of clones that you can have.
dimanche 5 novembre 2017
Antonio's development blog
First week
Hello, here's my development blog for the computer game design course from KTH. In this blog, i will talk about the development of the game that we will code for this course, what we thought with the group for the game and also my personal ideas. We are 6 on the development group, there is Benjamin, Daniel, Alexander, Emmeli, Conrad and me.
In this article, i will talk about the first week of development and it's mostly about the idea of the game and what type of game we want to do.
First Game
First of all we thought about doing a game with spaceships and war. In this game we controled a spaceship and try to colonize some planets confronting other spaceships. This was the first idea that we came with, but, in the second meeting, Alexander came with an idea of a game that we all found great and better than the first one.
Second Game
The idea that Alexander had was about a puzzle game where you can have clones and control them in order to use them for ending the different levels. Also one of the main ideas of the game is that when a clone dies the corpse remains in this position so you could use the corpse in order to go further in the level.
My first mission
In order to advance in the development each of us had a mission to do before the next meeting. My mission was to think about some level designs. The first idea that came to me was to do a tutorial level, but not like the ones that tell you exacty what to do and when to do it. It was more inspired from the introduction levels of Mega Man which, without saying anything, teaches you all you need to know to advance in the game. Something that is really well explained in this video Mega Man Classic vs Mega Man X from Egoraptor suggested by Daniel. I also tried to do some other basic levels but mainly to have an idea of the puzzles that we could put in the game.
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