Wednesday, September 14, 2016

Senior Game Development Blog Week 2

This week was devoted to initial concepts. During this week we were mostly working on prototyping the game ideas. The three ideas were decided to prototype was a first person shooter/rhythm game, a reverse stealth game and 2.5D magic based beat em up game. Since my team has two programmers and a designer that knows how to prototype, we each decided to make one game. Connor, the designer, made the reverse stealth game. Dustin, the other programmer, made the 2.5D magic based beat em up. While I programmed the FPS/rhythm game.

When making the game, I had a list of priorities that should be in the prototype. The first is a open room to walk around. The second is first person camera and controls. The third is getting the gun to fire and the sword to attack. The last is to get the music sound effects into the prototype.  The sound effects are only really attacking, hitting hitting a target and walking.

The first large thing I programmed was first person controls. Since I don't really play these type of games, I loaded up Minecraft to see how it felt. I had to make sure the controls were comfortable. The second thing made, that wasn't a priority was adding a mini map. With out the map you basically just can get lost. So even thought it wasn't necessary it is helpful for the testers. Then after that I worked on the weapons, the sword was easy because all I had to do was move it and see if it made contact. The gun wasn't anymore difficult, it is just instantiating bullets from a prefab. I have done this process multiple times before, so it wasn't hard. Then after all that I added in the sound effects and the background music. Even though have the game is about music the sound effects were put in last because they are easy to put into a game and I wanted to wait for some sound effects from my designer/musician.

During our Wednesday meeting we were looking at the prototypes that were created. We were also discussing what game we wanted to take forward. The three of us each seemed to be biased to the games we made, so we asked the artist what game he would feel the most comfortable making the art for. I suggested to roll a die and leave it up to chance for what game. The team decided against it.