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Innopolis University 2019 summer internship

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Sungazer

Software requirements

2D gameplay and graphics

  • Easier to develop and more likely to fit into our internship time constraints.
  • Generally more performant than 3d, which means the project could run smoothly on a wider range of devices.

Compiles and runs on WebGL using WASM

  • Compile once, run everywhere.
  • WASM is new faster, smaller and more memory-efficient web runtime.
  • People are more likely to play when they do not have to download anything on their machines.
  • Ease of distribution through simple link share.

Short playthrough duration

  • Due to our time constraints, it is better to focus on making a short but memorable experience rather than long and somewhat monotonous.
  • As most of the testers are not expected to be hardcore players, they might not have enough stamina to play for a longer amount of times. Around 15-20 minutes should work.

Gameplay description

Plot

Player has to go trough 3 regions. Each of those regions provides player ship with a new module, and provides obstacles that need to be bypassed using the module. On each of the regions there are several keys that need to be collected by player in order to open a gate towards the next area.

Region 0: Sun

This is where it starts and ends. Contains 3 gates connected to the 3 regions described below. A transit zone where player can take break between missions.

Region 1: Nebula

This is stealth level. Player is given a small searchlight that allows him to see in a small area in front of him. The task is to collect all the keys whilst avoiding patroling enemies.

Region 2: Orbits

Ship module: Thruster.

The module allows player to perform short distance jumps by applying impulse force. In this area player needs to collect keys while oribiting around wormhole ad resisting its gravitational forces.

Region 3: Invasion

Ship module: Cannon.

This is basic shooting. Player needs to breach enemy defences and pick up keys.

Internship plan

Week 1, 3 June - 7 June, gameplay systems

  • Monday

    The first meeting, planning, concept discussion.

  • Tuesday

    Set up GitHub repo, Unity project. Initial prototype with the visuals and player movement.

  • Wednesday

    Gameplay design description. Winning condition. Ship modules. Gameplay space constraints.

  • Thursday

    Implement level transitions, progression system, region spacial constraints.

  • Friday.

    Player respawn, interrupted transition (UI mock up), region time constraints.

Week 2, 10 June - 14 June, music systems

  • Monday Nebula region description, assets.

  • Tuesday Nebula region fill, preliminary playtesting.

  • Wednesday Wormhole region description, assets.

  • Thursday Wormhole region fill, preliminary playtesting.

  • Friday. Assault region description, assets.

Week 3, 17 June - 21 June, analytic systems

  • Monday Assault region fill, preliminary playtesting.

  • Tuesday Overall playtesting, polishing, gameplay bugfixes.

  • Wednesday Audio framework research.

  • Thursday Framework preliminary integration.

  • Friday. Nebula region sound integration, survey.

Week 4, 24 June - 28 June, player

  • Monday Wormhole region sound integration, survey.

  • Tuesday Assault region sound integration, survey.

  • Wednesday Bugfix, final survey

  • Thursday Playtesting.

  • Friday. Playtesting.

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Innopolis University 2019 summer internship

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