Wednesday, September 28, 2016

Senior Game Development Week 4

This week we are planning to challenge to finally advance to the Deep Dive stage. So the whole team was working hard to make sure we were ready to challenge. One of the biggest issues we were having, was the fact that we really didn't know what game we wanted to go forward with.

During the Saturday meeting we decided to break down the mechanics of the three games: Fuze, Fake Out and DJ Clone. We broke down the three games, wrote down what we would like in the game, what we could accomplish in this semester. We then ran though each game and refined the ideas even more. At the end of the meeting we voted on what game we believed was the best. It was close but DJ Clone won.

Once we decided on DJ Clone we had to fix up the prototypes for Fuze and DJ Clone. They had to look as polished as Fake Out. Since I had a weird bug in DJ Clone, where the first enemy would always be killed when the sword made contact, without swinging. My other programmer decided to remake the prototype using my existing code base. He fixed the bug, he didn't even know what caused it.

Since he made the base game play, I made the UI. It had a health bar, special power bar and a beats bar. The health bar and special powers bar was easy because it was just sliders. I have made UIs so many times so it didn't take too much time. The beats bar was a different story I had to think of a way to convey when the beat was happening so the player would have more than just audio cues. After thinking of how to accomplice this. I came to the idea of having another slider and to just have a bar going back and forth to show where the beat is. Using this idea, I also have a built in buffer zone so that the player doesn't have to hit the attack button exactly when the beat hits. I made sure that the beat would always hit when the exact middle. I tried to use my sense of music but I was off, luckily math didn't fail me.