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Individual Contributions

cli727 edited this page Oct 26, 2017 · 38 revisions

Individual contribution:

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.

David Qi:

  • 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

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.
  • 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)

Minha Kim:

  • 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

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
  • Integrate mini-game into main game through the computer sprite
  • Deep mapping for critical thinking riddles

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
    • 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

Injae Park:

  • 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)

Jack Huang:

  • 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

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
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