Authors: Aleksander Nikolajev, Andrei Voitenko, Andri Jasinski
Second is a top down fast paced shooter which involves killing a bunch of stuff(not much else to say).
A very early build can be seen below. Currently our build has movement, shooting and very simplistic AI that just follows the player around. (i couldn't attach a picture, it kept asking for a password, i hope a gyazo link is ok)
As for the final project, we wish to do the following things:
1. Make a really good top down shooter
2. Add a lot of variety to our game
3. Make the game feel right
Milestone 1 (17.11)
Build a working top down shooter/ a working foundation that we can add features and mechanics to.
1. Enemies can die and so can the player
2. Functional AI
3. One levels to work with
4. Gun mechanics actually work
5. Object in the game block the player and enemies from moving
6. A few animations (optional)
NB! In the result the player can die, but we commented that part in the code for now.
1. We have divided into 3 specialities in order to accomplish as much as we can. Aleksander was doing most of the coding, Andrei did most of the animations and assets, Andri was our level designer. But even though we did split tasks, we still helped each other if needed.
2. One of the biggest issues we had was collision. For some reason we couldn't get it to work. Did everything by the book, looked up answers online and even looked how collision worked in one of the practices we did - Bird the Third. After looking at that, we realised that all we had to do was check the right checkboxes
3. After finishing all the milestone tasks, we added some minor things, like gun cooldown and aggro(enemy attraction) range. But nothing mayor.
Milestone 2 (01.12)
After the foundation is done, we can start adding features and ideas into our game. That involves more levels, more mechanics, more guns, more enemies and so on.
1. More levels to randomize each play trough
2. More guns to add variety
3. Improve gun play
4. More mechanics to the player (like sprinting)
5. Improved AI
Andrei Voitenko - animations, art, models, levels
Aleksander Nikolajev - coding, programming
Andri Jasinski - moral support
2. One of the hardest tasks was the improved AI. Being inexperienced with c# and unity as a whole, it was difficult to figure out what needed to be done and how it should work.
3. Pretty much everything on the list was added and nothing more. We did add some code improvements, but it still kind of sucks. Also we fixed some bugs that appeared which wasn't part of the origin plan.
4. https://gyazo.com/559987177cb3d08f9654432762ff183f You can see multiple enemy types that have been added, guns on the floor that work differently from others (though some are better than others).
NB! Currently you have to delete the untitled scene and add the Main Scene from the Levels folder in order to play the game
Milestone 3 (15.12)
With the second milestone is out of the way, we still have time to add more of the same, but focusing more on testing and optimization of our game. We will keep adding things to our game, but the focus here will be to make sure the game looks right, feel right and works right.
1. More levels
2. More guns
3. Add enemy variety (if we have time)
4. Improve the feel of the game (screen shake, weapon impact)
5. Test for bugs and such
Andrei Voitenko - animations, level design, effects, assets, UI
Aleksander Nikolajev - bug fixing, coding
Andri Jasinski - moral support
2. Even though this milestone was more of the same, the hardest part was to actually figure out what the game should look like and what to do with it. Improving the game feel felt easy on paper to us, but then when we actually had to do it, we were confused and couldn't come up with anything at first, but eventually we found a solution and added it
3. We did everything that we had to do in the third milestone, but we also added a level up system. Not much, but it is something
Andrei Voitenko - Level design, sound design, balancing, model design
Aleksander Nikolajev - coding, bug fixing, enemy types
Andri Jasinski - UI
2. Hardest thing - sceen shake. Couldn't implement it. Also unity for some reason destroys our code and we can't properly load levels.
3. We did pretty much everything we wanted, with the exception of some option things in the design document