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Individual Contributions
Will Molloy edited this page Oct 26, 2017
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Plan | Level Design | Code* | Testing | StoryLine | Art | Audio | |
---|---|---|---|---|---|---|---|
Will | 12.5% | 5% | 25% | 23% | 1% | 5% | |
Oliver | 12.5% | 20% | 10% | 11% | 7% | ||
Jack | 12.5% | 40% | 15% | 11% | 20% | 25% | |
Injae | 12.5% | 5% | 15% | 11% | 1% | 10% | |
Minha | 12.5% | 5% | 5% | 11% | 50% | 10% | |
Chen | 12.5% | 5% | 15% | 11% | 20% | 15% | |
David | 12.5% | 5% | 5% | 11% | 1% | 40% | 50% |
Dovahkiin | 12.5% | 10% | 10% | 11% | 20% | 25% |
*For specific categories of code implementation, look below for details of what each member implemented.
- Level 1 room 1 design & layout & implementation
- Level 1 room 2 visual/art improvement
- Environment/background assets
- Initial design of the dialogue system
- Inventory system implementation
- Item/environmental asset creation
- Random item spawn
- Opening and ending cut scene
- Audio and music
- Team leader: Allocate and help team members with tasks such as how to use git
- Pressure pad mechanic implementation and animation
- Rotation/opening of doors for rooms 1 and 2 (seen as planks in the game)
- Bug fixing: E.g. Placement of sprites such as levers in Level 1 Room 3
- Change of 'Door' to a portal placeholder with a number of remaining players required to activate
- General management E.g.
- Merging and pruning of VCS branches
- Issue tracking
- Refactoring of C# scripts for increased cohesion and reuse
- Game manager/persistence:
- Persist any object location when switching scenes (usually players and things like boxes).
- Persist inventory, item RNG and item spawns when switching scenes.
- Persist interactables (e.g. pressure plates, levers) when switching scenes.
- Ability to reset the above on a per scene basis.
- Ability to reset the above on a per level (set of scenes) basis.
- Technical Testing:
- Item manager tests
- Game manager/persistence tests
- Lever event tests including lever persistence
- TravisCI build setup (now throws a timeout error due to repository size)
- Welcome screen implementation
- Brainstorm deep mapping
- Level design concepts
- 'Door' mechanism to connect different rooms in a level
- Storyline and item descriptions
- Character and NPC script lines for dialogue
- Coming up with NPC lines based on storyline
- Leaderboard implementation
- Team leader: Help team members with tasks
- Pressure pad mechanic implementation
- Rotation/opening of doors (seen as planks in the game)
- Invisible barrier between box and walls so box doesn't get stuck
- Level 2 Room 1 implemented, including animation for animal
- Integrate mini-game into main game through the computer sprite
- Deep mapping for critical thinking riddles
- Brainstorm game elements for deep critical thinking mapping
- Welcome screen graphics
- NPC dialogue implementation
- Coming up with NPC lines based on storyline
- Adding NPCs to all levels
- Adding NPC dialogues to inventory system alongside item descriptions
- Persistence of NPC statements to character profile
- Adding buttons into dialogues to create dialogue branches
- Mechanism to select item and statement and confirm players' options
- NPC character and avatars graphics
- Create and place items of each room to be randomly spawned
- Timer implementation
- Health System implementation
- Victory Screen implementation
- Pause Screen implementation
- Game Over Screen implementation
- Control Screen implementation
- Reset Button implementation
- Respawn characters
- Resolutions (so that dialogue box does not disappear when screen size is changed)
- Level design and implementation
- Level 1
- Level 2
- Puzzle mechanics design and implementation
- Vine/ Snake
- Water effects/mechanics
- Seesaw
- Pulley System
- Refined pressure pad mechanic
- Storyline concept and draft
- Background music
- Leaderboard Implementation
- Character design, animation and rigging
- Characters movement
- Props animation, art, scripting
- General rigging
- Change of 'Door' to a portal placeholder with a number of remaining players required to activate
- Game manager to persist items/player location when switching rooms
- Refactoring of C# scripts for increased cohesion and making more generic for reuse e.g. lever can translate objects or rotate them based on parameter
- Part of persistence
- Mini-game design/implementation
Game Overview and Required Features Selection
Mapping Critical Thinking to Game Aspects
Prototype Team Development Log