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Level Floor Design
https://github.com/UQdeco2800/2021-studio-1/issues/78
In sprint 2, the floors for each level were not designed and this made the visuals look out of place inside the game. Thus, some floors were designed for each level: Alfheim, Jotunheim, Hel, Earth and Asgard. These floors were made to reflect the colour scheme of the platforms designed previously.
- To fit the theme of the platforms as they appear at random in each "level" or "checkpoint" of the game
- Similar to platforms, to give a feel of the Norse worlds through colour scheme and texture. Asgard, for example, was designed to look like gold bars since it is the home of the playable characters, Odin and the other Norse gods. Jotunheim is a cold, snowy world home to the frost giants and was hence designed to look 'icy'.
Comparing these floors to the platform designs:
There were no major changes required to the floor designs as per user feedback. The designs reflect the colour scheme and overall design of the platforms.
- Start game (Completed) : Bugs Encountered (0)
- Load floors through rag files (Completed): Bugs Encountered (0)
- View the floors (Completed)
- Rate floor on how it looks along with the previously designed platforms.
https://github.com/UQdeco2800/2021-studio-1/wiki/Asgard-Background-and-Floors-User-Testing
Welcome to the Ragnarok Racer docs: authors: jeffery, amboogle, mwah dwaw a wa, dhooma georigie, and georgio, the snake hisses --ahh! your venomous gaze! the weary traveler cries
Graphical Design
User Testing
Sound and Music
Code Design / Documentation
Technical Aspects
- Collision Boxes and Entity Collisions
- Player Character Technical Aspects
- Wall of Death Technical Aspects
- Camera Shaking and Wall of Death Intensification Aspects
- Wall of Death Variable Speed Aspects
- Power Ups Technical Aspects
- Loading levels
- AI Tasks and Movements
- Particle effects
- Enemy, Obstacles & Projectiles Technical Aspects