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CAGD 370 - Goo Game Sprint #2

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 Continuing with the Goo game, we were told to make a signature move for the Goo Character, so my team started brainstorming what would make the most sense for Goo to be its special ability, and we ended up with two main ideas that we wanted to implement which where climbing through sticky walls and gliding down. But in order to develop that movement, we needed some of the more basic and core mechanics down for that to start development.  For my part, I began to work on a movable crate that the player would be able to move around the level and use it to hold pressure plates to make progress. At first, I thought a normal 3d Rigid Body in the player and the Box would be enough to make it move since there was a normal collision. However, I couldn’t have been more wrong about this theory; once they collided, then the crate would be launched outside the level. There was a player visor in the Character model that had a collision, which caused the crate to fly far. Once that was remo...

CAGD 370 - Goo Game Sprint #1

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In the course, we were assigned to develop the early stages of a game using the Agile Methodology. More in-depth for this project, we would be using the SCRUM framework. Unfortunately, for the talk about the choice of the topic and age group of the project, I was missing. So when I got back from an emergency trip, I was introduced to a group who had already chosen a theme, which was a goo-like game in which the player had to solve puzzles using 3D Physics. For the project, I took on the Programmer role because It was that suited my experience and interests. Luckily for me, I managed to be in class for the Sprint Kick-Off, which was a crucial part of the development process; there, I managed to negotiate with my team leader various user stories that I would be in charge of completing. I would be in charge of doing the player movement and the player Camera. As well as other moving objects like a moving platform. When we started working on the project, we had some struggles setting up the...

CAGD 270 -3D Game Level2 v1 Feedback

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       The last project for this course was designing another 3D level, but this time our theme was Medieval, and we were given the Game Kit to have a base to build the level. I first thought of the Medieval theme: Castles, Towers, and Dungeons. The plan was to make a level where the player started in the middle of the forest and had to make their way through some rocks on a river because the bridge would be broken. After finishing the first part, there would be the castle, where the player would need to open the doors and kill enemies. There would also be destroyable objects with a crate texture, and some buttons may be hidden behind them. After the player explored the top part of the castle, they would advance into the next section, the dungeon of the castle. In the Dungeon, the player would jump across some rocks in lava, and the tone of the level would become dark and cold. After completing puzzles in the dungeon, the player would fight the final boss. With this ...

CAGD 270 -3D Game Level v2 Feedback

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  After the second playtesting, there were a lot of comments about the new and edited level; my focus for the reworking of the level was trying to expand the player visuals and level scenery as well as fixing the bugs pointed out to me during the first playtesting of the level. Since the theme for the level was Sci-Fi jungle and my level had mostly a laboratory environment. I decided to add vines because that would give it somewhat of a post-apocalyptic feeling to it. Once I added the vines, I thought that they gave the level a good abandoned environment; however, a bit more green wouldn’t be bad for the level. For that I used the modeling tool inside Unity and made a low poly tree that gave the scene more of a alive feeling. With the playtest there were many good opinions about the level, the most notable being the change in the scenery for the level. The comments said that the green - environment gave a more natural feeling and achieved the sci-fi jungle theme for the level. Anot...

CAGD 270 -3D Game Level v1 Feedback

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  For this project, we had the amazing opportunity to learn how to manipulate world build in Unity. We were given a small package of objects,  prefabs, characters, and other tools to design a level in a 3d environment. The theme for this project was sci-fi jungle. So some of the first things that came to my mind were a post-apocalyptic lab in which vines and other jungle themed nature broke into, and now there was this post-apocalyptic ecosystem in the lab. The assets that were already part of the unity package already had a lab feeling to them, so I used that to my advantage and designed a lab-looking environment. After having all my ideas for the level, I started building with shapes and other interactables like floating platforms, pressure plates, buttons, gates, and other handy objects that could enhance the player experience. I did a few playthroughs and found and fixed most bugs like walls without collision and other minor issues. The level itself was good, there is a ...

CAGD 270 - MegaManMaker v3 Feedback

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       For this project, we were assigned to continue making Megaman levels, but this time there was a change in the limitations. The theme for this project was Jungle/Forest, so the rain ideas started with trees and Jungle. Another thing that came to mind was the temples and the traps, which could have a vine/bushy decoration around them. Also, for this new Megaman level, I wanted the player to have more available paths so that the player feels like there are more options to choose from. We were allowed to use 3 weapon types for this project. The default weapon, the arrow/plunger, and the c.kick were ideal for my idea for the level. Next came the game concept; I designed it so there were a lot of death pits and ladders, and there needed to be paths and keys available to the player. After finishing designing the level, I brought it to Megaman maker, and then it was a moment for the level to be playtested. I had the chance to have many students playtest my level, and ...

CAGD 270 - MegaManMaker v2 Feedback

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  We were tasked to update our last Megaman level and improve it. We had to fix the problems presented in the previous playtest as well as improve it. During my last playtesting session, I was informed that the level had some inconsistencies with the instructions and did not need to include bosses. In addition, we were enabled to use doors and keys to enhance the player's gameplay experience. Taking advantage of this opportunity, I was able to fix many of the things pointed out to me. Using the feedback given during the last playtest, many changes were made to the level. Starting by removing the bosses, they were good and gave a better feeling of completion to the level; however, in the instructions, it was specified that they were not enabled. I decided to find strong enemies but not bosses, and the two chosen achieved the objective successfully. In the end, we were supposed to have an orb that will be a finish line, so that was also added to this updated version.  Another fi...