Arvutiteaduse instituut
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  2. 2018/19 sügis
  3. Arvutimängude loomine ja disain (MTAT.03.263)
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Arvutimängude loomine ja disain 2018/19 sügis

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 1 link

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

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