Skip to content

Sprint 2 Summary

RainbowGamer707 edited this page Oct 18, 2021 · 9 revisions

Team 1



Team 2

In Sprint 2, Team 2 decided to continue focusing on level development and design. Along with Team 4, the design and development of 4 total level was split 50/50, with Team 2 being responsible for levels 1 and 4. Working with Team 4 and 5, moodboards were created for each level to allow everyone to have an understanding of the overall look and theme for the game. Once this was decided, we worked on map design, textures and actually building the two levels. This also required changes to be made to the level editor that was implemented last sprint in order to handle multiple levels in the game and how the saving / loading functionality would work for this. Our team also implemented an end condition, in the form of a portal / tube that the player enters in order to finish the level.

Team 3

In Sprint 2, Team 3 worked on improving the main player character. This included completely redesigning the character, animating the character in regards to general movements and when under the effect of a buff/de-buff, and implementing these all into the game.


The character design was changed as a result of the initial design being ‘too human-like’ due to its body shape and proportions. Taking this into account, Team 3 designed the character to have a more robotic appearance, with characteristics of a virus being incorporated through the shape of the character’s limbs, and a more creature-like body structure. The redesign also aimed to make the character look more threatening, considering it is a computer virus, which is technically the harmful one in reality.

Once the character design was complete, it was animated to be able to display general movements, including running, jumping, sliding and falling. With the introduction of power-ups by Team 1 in this sprint, animations were also made for the character when affected by a buff or de-buff item.

By the end of the sprint, all character assets were created, but due to implementation issues with integrating the animations into the game, only a general running movement was included. The animations created by Team 3 made the game lag significantly, and thus was not implemented, but was revisited later in Sprint 3.



Team 4



Team 5



Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

Clone this wiki locally