Summary
Role
Programmer/ Character artist/ things that move in the world. What was done during this project was the development of simple low graphic mechanics that tested the practicality of a concept that is meant to be fully implemented in a large scale game project in the 2020-2021 school year. No art was developed because the game was a simple prototype and did not require any
Intention (SMART Goal)
The specific skills that will be learned are how to draw rubber hose art, and to save variables between scenes. The reason that these are goals is that knowing how to do both are vital to making the game work properly and both are things that have not been worked on before this project. to measure my progress throughout the project we will simply assess how close we were to getting the look of my characters right and getting the saving mechanic fully functional. Then we will asses our progress at the end of the project by seeing if we were able to get the saving mechanic working and also if my art fits the style we were going for. we do have the skills to achieve the goals that we have set. I already have coding experience it is just a matter of finding out how I need to set up my mechanic, and I am already a talented artist I just have not drawn in this art style before. I am setting this goal now so that we can make our game fully functional by the deadline. The deadline is February 25th this is realistic because the necessary art that needs to be built will only take me at the most two weekends to make and the mechanics that I to build are quite simple and the only thing that would make it so that it would take all the way up until the 25th to build is if unity were to crash in some way.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
Primary Resource: Cuphead the game
Secondary Source: A Critical Examination of Cuphead’s Art Style
My focus for this game cycle is on character and scene art and all of that art I have planned to be based on the game Cuphead. The art style of this game is commonly described as subtractive and minimalistic. The art is drawn by Chad Moldenhauer who was also one of the co-creators of Cuphead along with his brother. Chad who had had previously worked in graphic design, hand-drew the animations and painted the backgrounds using watercolors, colorizing them in Photoshop. The art style that he used is called rubber hose art but he is quoted as saying that his largest inspiration for the art of the game came from old Fleischer Studio cartoons. The process that is used starts with a hand sketch of all the backgrounds and character frames. After that, the backgrounds are colored by hand and then touched up in photoshop. The characters are all drawn by hand and then imported to the game. There is also something very clever done with the are that acts as a subtle visual signal to the player and that is that all intractable objects if that be an NPC or object are all given a darker outline. All game objects that you cant interact with are given a very thin outline.
Training Source(s)
keeping objects between scenes
what keeping objects between scenes does
using this function on awake and start
setting the player position in a new scene
how to inherit a scriptable object
setting values in player movement script
going from scene two to scene one
place your scene into scene index
Project Timeline
- agree on project concept with team
- build basic GDD
- Create the character idle animation
- Create the character running animation
- Create the character shooting up animation
- Create the character shooting down animation
- Create the ray-cast gun
- Give the ray-cast gun the ability to shoot
- Set the ray cast gun to fire on button-down
- Give ray cast gun the ability to rotate on button-down
- Create the ray cast laser effects
- Create the enemy object
- Give the enemy the ability to take damage
- Set enemy to die after health is depleted
- Set up player Health system
- Give the player the ability to take damage
- Set the player to die when health is depleted
- Build a game to a computer
- Playtest the game
- Fix any unforeseen errors in the game
- Present in front of the advisory committee
Proposed Budget
N/A
PRODUCTION – ACTION
The (FILM, SOUND, or GAME Creation)
Skills Commentary
N/A
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
An example of creative problem solving was my decision to use raycast to make our laser weapon since we knew that it would react to the environment in the way we wanted. Also, an example of critical thinking is how our team’s decisions regarding the game were all thought out carefully to determining if choices made will affect other aspects of our game and how they would be affected
Ways of Working (Communication & Collaboration)
Our way of working involved having three people on collab so that we could build the game asynchronously, then we had the other two team members work on assets independently that we could then place into the game. We communicated by using a mixture of the comment feature on collab and communication through discord.
Tools for Working (Info & Media Literacy)
The tools that we used when developing this project were Unity and Visual Studio. The other tool we used was YouTube so that we could find out how to make certain mechanics in our game that we had not worked with before.
Ways of Living in the World (Life & Career)
My team and I tried to separate our school and home lives as best as we could. However, there were times when team members worked from home when we were gone so that we would not fall behind.
Reactions to the Final Version
Peer: Caydance Petrone
“The movement is to antigravity it’s hard to control how high the character moves up. laser mechanic worked really nicely, Like how the beam decreases in size based on the object it is firing at. The response of the player in its environment felt very nice. Recommend a jump feature because it will help reduce the limits of mobility.”
Advisor: Sam George
“Prototype no comment”
Advisor: Brian
said that I was a strong presenter and that I was good at helping teammates follow in my footsteps
Self-Evaluation of Final Version
I feel that our project achieved what it was meant to since we successfully made the mechanic and that mechanic performed as desired. one of the things that we did achieve on the success model was the simplicity part. This was achieved because there was not much to the game it was a simple prototype meant to test the practicality of a laser weapon mechanic. The game was also concrete due to the use of sensory language such as the visual line that enters the game as feedback from the laser. The game has the credibility to it when you think of the larger game and that this cycle was meant to let others test the feel and functionality of the game’s core mechanic. The game was unexpected because of the fact that we did not make a traditional game instead, we broke the accepted norm and developed a simple prototype so that we could slowly integrate the mechanic into a larger game.
What I Learned and Problems I Solved
The main thing that was learned during this project was how to use raycast to make a reactive line that changes in response to player movement and position in the environment. A problem that occurred was that not all of the team members could access unity so in order to solve this we had them build their mechanics outside of the large project then send the files over to us. How I grew as a creative person was that by doing this project I began to look for more solutions that were unexplored and new to myself.
Grammar and Spelling
The tool used to check my grammar and spelling is Grammarly
Editor
Sam Geroge
Danico Danila