Rite of champions is a top down action hack and slash multi-player game where you take the role of a “Hero” that gains powers with different weapons. Each weapon grants the hero a new class, each with three unique abilities. The hero can traverse through the world combating different enemy types, take on various quest,
or simply battle in the arena, all of these can be done online with friends.
The game is a puzzle-oriented educational game focused on the basics of programming by using drag and drop mechanics to give a list of directions to a robot with the goal of guiding it through a maze. Key Features Levels with unique puzzles. Coding fundamentals represented in drag and drop blocks. Android mobile platform support with a possible AR component (Pokemon GO styled) 3rd Party Software Used The game will be made using Unity as the game engine, Tortoise Git for group work and source control, Android SDK for Android mobile platform support, Google Drive to host group files, Vuforia plugin for AR support.
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. The game is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves, or, for advanced players, by creating patterns with particular properties. This project was developed in C#. The source code is avilable on my github.
In this amazing project I explored the concepts of computer graphics. I developed this project using C++ and the Direct X API. I worked on two themes on a split screen. Space universe theme and Super Smash brothers. The camera is a FPS camera that can fly around this little worlds.
During my second month doing my master's at Full Sail University. I learned a lot of essential knowledge about how to work with a team. There are some realities that we should face while working with people. We started a game project with a relatively small scope. The end product was successful and our team was proud of the little game loop we accomplish in a small amount of time. However, that was a little section of our class. We learned about the importance of research, and the basics needed to accomplish research. The importance of validity and the threats to validity were crucial to accomplish almost any assignment. The class required a lot of work which put us, master students, under some necessary stress. This helped me to evaluate and improve my time management skills. Since my undergraduate was all about technical skills and math, I never had the opportunity to value research in general. While spending some time at the UX lab at Full Sail University I learned the importance of researching analyzing data. Additionally, our professor made sure we understand how to cite correctly all our academic work using APA. The research topic I chose for this class was more of a warm-up for future investigations. My topic was focusing on the cognitive benefits of playing video games or The cognitive enhancements of playing video games. My topic is related to gaming, but not directly to the game industry in general. However, I found that this topic may be some related to the category of advocacy from the Game Developer Conference as well called the GDC. This class was an amazing and very challenging learning experience. Even though, at the time I started this class many things such as the novel coronavirus were happening around the world. We adapt very quickly to the new changes due to the difficult situation. However, I had a great quality of experience learning all these topics. There are a lot of things that I must learn before accomplishing mastery. But Definitely, I feel that this class showed me great lessons about how to face challenges which is very valuable for me.
This last month, Team C which is a group of master students at Full Sail University started to work in a game project called Project C. Project C is a Role-Playing Game dungeon crawler that is inspired by games similars to Diablo franchise. The idea came for long sessions of brainstorming and all the time agree that an RPG game was going to be the way to go for this prototype since many of us loved the genre and wanted to learn more about the systems involved. The team discussed many aspects of a diablo game such as having a dungeon, a hero, classes, and progress. However, even though we want a medieval game we included different flavors. For example, in the project C world, we wanted futuristics elements combined with medieval fantasy. The hero will come in from the future to save the past. We planned a dungeon, an overworld special map in which the player will travel to other dungeons or the main city. The hero by killing alien enemies from the future will loot fragments of alien technology to upgrade the city. The team had several different roles such as three developers, two artists, and one producer. The developer will do everything directly on the engine developing the systems that are necessary for the gameplay such as player combat, controller, interactions, UI, AI, etc. The artist group will oversee and provide the 3D models, animation, and UI elements. Our producer will oversee schedules, group meeting progress and since our producer had the skills to developed 2D art he was providing all the UI elements for the game. Last, game designers will be in charge of the overall design of the game such as mechanics, placement, and how the game loop will work. The project was developed in a commercial engine called Unity for fast prototyping and integration. We decided to use the engine source control to work and integrate everything in the long run. Some other tools such as Maya for 3D modeling and visual studio 2019, google docs, and a website that provides animations and art called Mixamo for code were essentials for the development. The programming language was C# which is the standard that unity uses for scripting and interact with the engine and components. The development process went smoothly at the beginning starting with the physical prototype and the overall vision of the game. There were many changes from the physical prototype to the digital prototype. We tried our best that every feature planned was added to the prototype. There was some minor technical problem which is normal in the development process and not many had a lot of experience developing an RPG game which was new for all of us. However, it was a great learning experience that in the end was very satisfactory. What went right: Team communication The team had some experience working before since we are a class. We usually are divided into two teams but this time we worked all together. We plan meetings on weekdays and weekends to work and check the progress on the task assigned. Many people from the team are doing an internship with different expertise involve. We all did our best to get the work done before our milestone presentation. We had a set of roles for each member and we always helped each other is something planned was missed. The communication between roles and support was very strong even involving personal life issues that could affect the progress of the project. We as a team always managed a plan B for any possible problems. We had many responsibilities because we all have external tasks involving other projects from different internships. Feedback: It was hard the first weeks, Many of us did not have programming experience and other developers were using used to different engines. Our professor was direct and supportive giving us a better vision for our game in the long run. The first presentations did not go very well in my own opinion. However, mostly it was a miss understanding on my part. We all were giving different feedbacks about systems and art. Our professor gave us the most important feedback which was related to the lack of feedback that our game was providing for the general user. All that feedback makes us strong for future decisions for the development cycle. The improvement over time: In the beginning, it felt that have nothing going on. It was a little bit painful because we had systems, but it was very hard to show them. The first two weeks felt slow. However, the last two weeks every day something new was getting in the game. Yes, some systems had some bugs but we were fast enough to fix them. The first time our map was not the best looking but the UI got very fast and well-integrated to the game. Last week our game got in good shape. We improved animations, new enemies, a new town, dungeon, and even an inventory system. This was in a month a very short time for development we got a humble game loop to showcase. It is not the best game, but I am very proud of all that work we put and all the experience we got by doing it. What went wrong: Source Control: At the beginning as a developer, I chose git as our main source control. However, in the past working with my coworkers they did not have a great experience getting used to it. So I decided to show them unity collab. This is a very simple version of git that works directly with the unity project. The main problem was that the service was limited since we were not all premium members. We have to get something call seats that are the maximum amount of people that could use collab in our project. We decided that the developers will have the seat. However, the workflow with the artist was a little bit problematic to implement at the beginning since they had to give us unity packs to add to our main project, but even though we had a hard time we manage to get the assets on time. Lack of experience in some areas: As a developer, I wanted to learn many things regarding developing an RPG game. Some of us did not remember unity or never used unity before. Me, for example, worked in areas I did not have experience and that took some time to keep up with the expectations. Learning to work as a team making a digital prototype was another different process. This was fine because some team members wanted to learn and explore new things about the development including myself. But by having mistakes on the way that makes us stronger and the most important part was that we learn as much as we could. Time: Since we had one month to develop the prototype this was a race to finish stuff in time. We all have a different external task as well but time was short and results were lacking for some time. Of course, this is a mix of inexperience and time management. We had some people that drop the project early on. However, we were some used to this fast pace since we all are at Full Sail that is how things work. We could do more but that was the best we could achieve for the time. Conclusion: Working on this project was a great experience and we learned valuable lessons about working on a team. We respect every role of our team member and we work together to achieve the vision of the game. Yes, we had hard times during the development, but we all stand up and did our best while we were gaining valuable experience. It is not the best game, but I think it was a humble prototype in which we all put work and did the best that we could. I think the good things mentioned weighted more than the bad in the long run.
- Design:HTML5 UP and Daniel Lopez