Mensagens

A mostrar mensagens de março, 2018

26-03-2018 / 30-03-2018 - Rogério Cabaço

This week, the group decided to learn some Unity mecanisms from Unity tutorials, and that we will have only one prototype to show the requirements of Low-fi and Tech prototypes. I saw some features on those tutorials (2D Roguelike, Roll-a-ball), like how to set up the game and camera, how to moving the player and camera, Player and Enemy Animations, Moving Object Script, and tried to implement them.

30/03 - Rafael: First cycle prototyping

This week I decided with the group to make a single prototype whose purpose is two-folded: to serve as a lo-fi prototype and a feasibility prototype. This was due to the nature of our game, being a 2D sort of rogue-like game, and how relatively easy it is to make a simple 2D game in Unity. We agreed that it would serve as a better lo-fi prototype because the game has a lot of real-time components and some AI-controlled enemies, and a paper prototype would fail to showcase the gameplay experience to our test group. As a feasibility prototype it's entirely obvious that if we get the prototype working in Unity it passes the feasibility test. The only major downside is the work that has to be made so that the prototype has the minimum amount of gameplay to be able to be tested, but we hope that Unity's large amount of tutorials and ease of use to balance that out.

19-03-2018 / 23-03-2018 - Rogério Cabaço

This week i worked on First Development Cycle document, where i explained the game experience goals of our game and created the scenarios.

23/03 - Rafael: First cycle documentation

This week I had the task of making the Player Personas and the Core Gameplay Loop(s) conceptual map for the documentation delivery of this development cycle. I tried making personas that would be very representative of our target audience, but it was a bit difficult since we had somewhat little to go on. Regarding the core gameplay loop map, after making a first iteration of the map and presenting it to our lab teacher, he mentioned that it was almost exactly that of "Orcs Must Die", and we should focus harder on the unique aspect of our game, the character and dungeon "progression". He gave us some very good feedback that we feel was valuable and helped steer in the right direction.

Frederico Santos- Weekly work

This week my work consisted of doing the stakeholders map and the domain analysis as well as finding relevant works outside of the gaming world, all this for the main document delivered on wednesday

12-03-2018 / 16-03-2018 - Rogério Cabaço

Last week, i have looked, one more time, to the concept of our game, in order to understand what really is our game core, which experience our game will provide to users and how we will provide that to them.

Weekly work- Frederico Santos

This week I searched for similar references to our game as well as starting to produce the first iteration of our document (due next week) .Still alive (2d survival though visual aspect not the same as we want) .Dropship

16/03 - Rafael: Similar games and Competition

This week I worked on researching similar games to our own for both inspiration and competition references. The list is as follows: Domina (possible similar art style); Castle Doombad (very simplified version of our game); Dungeon Warfare (most similar out of all of these); Defender's Quest; Kingdom: New Lands (art style, "base" defense); Dig or Die; Dungeon of the Endless; Dungeon Defenders; I also worked on a very rough gameplay loop schematic, which will need some refinement and after that will help us choose the core gameplay loops.
Hey guys! This will be the development blog for our upcoming project game: NeverQuest! The game will be about preventing MMORPG players from accepting your quest, using traps, minions and your own abilities as an NPC who somehow gained self-consciousness. Our focus will be in a simultaneously comedic and "dark" theme, as the player grows from a simple farm peasant to a dungeon lord. The team: Frederico Santos Rafael Benjamim Rogério Cabaço