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Crystal base

CongxiaoZhou edited this page Oct 18, 2022 · 17 revisions

Introduction

House 1 & 2 were the first complex buildings to be designed.

Class Design

The house acts as an obstacle that enemies need to move around. This is so that it slows them down and blocks their path. Later, we will update and upgrade this series of complex buildings.

Design Iteration

v3_House v2_House v1_House
Current Version Version 2 Version 1

User testing

Click here to view User Testing Plan & Sessions

Future Expansion

In the future, research can be done by:

  • users, understand their functional expectations for complex buildings
  • Other games, allowing developers to draw inspiration/build features from games of the same type

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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