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Monday, January 27, 2014

Planning Mach-Arena


     I am the designated project manager for my college group project. I was put in charge of making a development schedule and coming up with a unified system for us to work as a group to finish the game. As far as feasibility goes I already minimized features down to something my group of four can handle. The professor was pleased with the feasibility and has faith in our team being able to finish this project by the end of the semester.

     We're using Microsoft Project in class to maintain a schedule. Up to this point I've been using a checklist in Word and I've been experimenting with Smartsheet (a free online version of Microsoft Project). We have to decide who will be working on what and when they'll do it. Right now, we confirmed Ben and I handling most of the programming and I volunteered to make all the GUI assets and game placeholders. I set up a blank Unity project full of temporary game pieces for us to start with. I'm working with Ben to establish a coding standard so neither of us gets confused on how to script the game.

     The race is officially on! Our project is due in about 14 weeks. Development goes fast with four of us instead of just me so I'll post if anything noteworthy happens. Take a look at our pre-production checklist after the break!


Sunday, January 26, 2014

Enemies By Accident (DragCore Design)


    Much like Rockstar accidentally inventing reckless police car chases, I made a feature of my bugs. When trying to get enemy behaviors from the DragCore prototype to work I came across interesting patterns and decided to replace the old features with the happy accidents.

     Orange and green enemies were supposed to dart away when the grid gets close. Now, the green ones only move when the player touches the screen and the orange ones change directions to move toward the player's finger's last position. The way I transitioned from one idea to the other is too complex to explain and I don't really remember the back-and-forth that took place in my head.

   Basically, enemies in the new DragCore are better than they were in the prototype. They are more varied and interesting this time around whereas the old ones felt like clones. When the game is closer to release I'll make a post with details on how each enemy works.

Saturday, January 25, 2014

Status Report #22


     Disappointments as far as deadlines go. Getting the enemies in DragCore to work properly took a week longer than I expected. I ran into bugs with the spawning algorithm I made before and in the process of coding certain enemy behaviors I accidentally made new ones that I like even more. But More on that tomorrow. For today, have a status report.

Friday, January 24, 2014

DragCore's Unfinished GDD


     I never bothered to finish it because it's all in my head now. The final pages of the document because my dumping grounds for spur of the moment notes. Game Design Documents are the most important tools for keeping a team on track and working toward the same goal. It's good to practice writing them, but this is a project I'm doing alone. If I understand everything down to the byte I could just save myself the trouble of writing 20 more pages and just start development.

     Here is the link to DragCore's GDD. I wanted to post a completed one a month ago but I decided it was better to use my time actually making DragCore. What you find in there is pretty much everything about the game and some concept art. The programming sections are empty and the last pages full of random notes. I think I'll make future documents more general and organized.