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Individual Contributions
Will Molloy edited this page Oct 25, 2017
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38 revisions
David Qi:
- Level 1 room 1 design & layout & implementation
- Level 1 room 2 visual/art improvement
- Environment/background polish
- Initial design of the dialogue system
- Inventory system implementation
- Item/enviornmental asset creation
- Random item spawn
- Opening cutscene
- Audio and music
Will Molloy:
- 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.
- Unit-testing:
- Item manager tests
- Game manager/persistence tests
- Lever event tests including lever persistence
Minha Kim:
- Welcome screen implementation
- 'Door' mechanism to connect different rooms in a level
- Storyline and item descriptions
- Character and NPC scripts for dialogue
Oliver Allen:
- 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
- Deep mapping for critical thinking riddles
- Put together prototype checklist and mapping document
- Put together final checklist and mapping document
- Team reflection
Chen Li:
- 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
Injae Park:
- Timer implementation
- Health System implementation
- Victory Screen implementation
- Pause Screen implementation
- Game Over Screen implementation
Jack Huang:
- Level design and implementation
- Level 1
- Level 2
- Mechanics design and implementation
- Storyline concept and draft
- Background music
- Leaderboards
Dovahkiin Huang:
- 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