ShieldFormer
Team members: Eleriin Rein, Taavi Reisenbuk, Karl Erik Karindi
2D platformer
Milestone 1
First, we created a draft of our project plan
Assigned tasks can be seen in the bitbucket issues page: https://bitbucket.org/taavi_reisenbuk/shieldformer/issues?status=new&status=open
Then we chose a color scheme
UI mockup + scheme
Main menu
In-game menu
Game loop - The player can run around, attack enemies and shield away from their attacks.
Win and lose conditions - The game is lost if the player dies. The game is won when the story is finished.
The player attacking the enemy
Milestone 2
5 gameplay elements +
walking
moving shield
jumping
shoooting
dodging from enemies
First UI implemented (3 views) +
main menu
in-game menu
in-game UI
First sounds implemented (5 sounds) +
walking
shooting
shield getting hit
jumping
ambient background sounds
First level +
First character partially animated +
The team we'll peer review: Reality Shift +
2 units of scalable content (upgrades, items, enemies...) - :(
https://drive.google.com/file/d/1FMUmzZTRUj4BhE8EEtSK5aqlpwxEfMRo/view?usp=sharing
Milestone 3
30m of meaningful gameplay
As the game has 7 levels that all take effort to complete, it can last even longer than 30min
10 gameplay elements
shooting
moving the shield
jumping
double jumping
dashing
blocking
platforming
resource management
different enemy types
20 units of scalable content (upgrades, items, enemies...)
Powerups:
Health
Energy
Invincibility
Enemies
Simple
Simple Moving
Bursting
Bursting moving
Rapid
Rapid moving
Polished UI (partially animated & every action makes a sound)
Confirmed
Every interaction makes a sound
They really do
2 characters animated
Player
Enemy turrets
Has an in-game guide for all main features
Tutorial level in the beginning
Game has is understandable without the presence of developer
A platformer doesnt take that much thinking
Game is playable from beginning to end
It has a beginning and an end so yes
Feedback to Reality Shift.
1) Sometimes the main character is a little bit blurry. Personal preference is that he would always be clear, so I could focus a bit better on him.
2) The moving platforms should carry the player along with them. Currently it is a bit tedious and clunky that I need to move along with the platforms so I wouldn’t fall off them.
3) I would personally prefer the dimension changing be mapped to a different key, especially since I might be spamming it when changing dimensions quickly. This could prompt up the “Would you like to turn on sticky keys” window, which is annoying.
4) The dimensions are not always clear what they will be and are sometimes inconsistent. I would like to know what dimension I can change between in a current level or that the dimensions available in a level be more consistent.
5) Would be awesome if we could change between more than 2 dimensions in a level.
6) An extra tab for instructions at the beginning of the game or in the in-game menu would be useful.
7) When starting some levels, the moving platforms are moving away from you in a way so that you can’t immediately jump on them when starting a level. When I restart a level I want to get into the action as soon as possible. I don’t want to wait a few seconds for the platform to get to me. While it does only take a second or two, if I’m constantly restarting a level, these seconds add up.
8) While these recommendations might sound harsh, I really really liked the game. The sounds, graphics, puzzles, hints and everything are honestly really awesome.
Final Build: https://drive.google.com/open?id=16gftjlkP3Gu999A6dknPd_-T84Hn1F_M