Refresh Production Project

“Game Design Industry Night” by vancouverfilmschool is licensed under CC BY 2.0

SUMMARY

My goal is to improve in the area of gameplay coding, but also learn a little bit about art and sound design, the likes of which I haven’t ended up doing myself on any other game design project.

Role: Lead Designer

Intention (SMART Goal)

By June 16th, 2021, I wish to make a fully functional, gameplay-first game that is enjoyable for all gamers as well as further develop my skills in the areas of gameplay coding, art, animation, and sound design.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

“《戰神》總監Cory Barlog表示單機遊戲不會死 對競爭類遊戲無感” by steamXO is marked with CC PDM 1.0

Cory Barlog is the creative director of the American game design company SIE Santa Monica Studio, best known for his work on the God of War franchise. He also worked on Backyard Wrestling: Don’t Try This At Home and X-Men: Next Dimension as a lead animator. He’s also worked with Crystal Dynamics on 2013’s Tomb Raider as the cinematics director. He stands out to me for writing film-like stories that immerse the player in the world, similar to the works of Christopher Nolan.

“Dark Souls II” by K-putt is licensed under CC BY-NC 2.0

Hidetaka Miyasaki is a Japanese video game director, designer, writer, and company president of FromSoftware. Miyasaki joined the company in 2004 as a game designer for the Armored Core series but later became known for the Souls series, Demon’s Souls, Dark Souls, Bloodborne, and Sekiro: Shadows Die Twice. He stands out to me for telling the story of the Souls franchise through gameplay rather than look but don’t touch cutscenes that spoon-feed the player the story.

“Alan Wake” by K-putt is licensed under CC BY-NC 2.0

 

Sami Järvi, better known as Sam Lake, is the creative director of Remedy Entertainment and the chief writer of Control, Remedy’s latest game. Lake’s most known and most praised work is on the Max Payne franchise, he has also worked on Alan Wake and Quantum Break as the chief writer. He stands out to me for the astounding world-building in all of his games.

Training Source(s)

2D AI Follow

2D AI Shooting

Project Timeline

  1. Complete GDD
  2. Write Tasks in Backlog
  3. Fibonacci tasks.
  4. Add tasks to MVP board.
  5. Start MVP.
  6. Complete MVP by December 18th.
  7. Fix V1 Encounter as needed.
  8. Prefab V1.
  9. Start V2 encounter.
  10. Fix V2 Encounter as needed.
  11. Prefab V2.
  12. Start V3 Encounter.
  13. Fix V3 Encounter as needed.
  14. Prefab V3.
  15. Create an empty game object to act as an enemy spawner.
  16. Add an array with all of our prefabbed enemies.
  17. Make them spawn in random order.
  18. Make a new enemy spawn when the player reaches a new level.
  19. Make the final level.
  20. Make the Warden.
  21. Add Collider to Warden.
  22. Add Rigidbody to Warden.
  23. Code 1st phase of Warden.
  24. Code 2nd phase of Warden.
  25. End the game if the Warden dies.
  26. Create a “TRIAL COMPLETE” screen.
  27. Code the win screen.
  28. Add side bosses if I have extra time.
  29. Make side bosses drop lore puzzle pieces.
  30. Spawn side bosses ONLY in void cells.
  31. Spawn side bosses in random order.

Refresh HacknPlan

Proposed Budget

Composer/Sound Designer

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

0:02 Updated Main Menu UI

0:05 New option to skip the tutorial

0:15 Collider allows the player to stick to walls

0:16 New dodge mechanic

0:18 Jumping feels floaty

0:27 Slow trial 1 AI

0:58 Reload mechanic

1:03 Win screen on guard death with updated UI

1:14 Known bug where the player can spam the dash ability in mid-air but must wait three seconds in between dashes otherwise

1:39 Boss flies upwards

2:08 Game over screen on player death with updated UI

2:16 Boss health text spawn when the guard spawns

4:03 Mali Matus is faster in phase 2

4:11 Mali Matus slows down when the player enters phase 3

4:15 There are no nearby walls to jump on and avoid the untouchable floor. I am working on this as of this writing.

4:20 Mali Matus was supposed to be invulnerable in phase 3, but it didn’t work in this demo.

4:38 I should create a skybox for situations like this

4:51 The walls turn red in phase 3 to warn the player that the floor is unsafe for them

5:40 Upon death, the boss text disappears, and the walls turn black again

5:46 There is also a portal that spawns near the wall closest to Mali Matus.

5:47 The portal currently takes you to the main menu, but I plan to add three more dimensions, all with their own final bosses

Another known bug that wasn’t shown in this video due to the bug somehow not appearing at all in my six-minute-long playthrough of dimension one, is sometimes the dodge will just not work at all. I have no idea whether this is being caused by the Unity editor, something in my code, or if this is a physics-related issue, but I can personally guarantee that I will delay this game as long as needed to fix this issue.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

What I Learned and Problems I Solved

Grammar and Spelling

Editor

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