Friday, September 16, 2011

Crunch Time and Presentation

Our prototype was due for presentation this last Wednesday. In this meant that we needed to finish anything we wanted to get in the game on Tuesday. I may have said before that I thought our game was already good enough as a prototype, but that didn't mean we didn't want to polish it up.

I spent four hours Tuesday morning making a final design for our level and remasking it. After this was involved adding pending art assets into the background image and resetting the game objects once the new background was inserted. I also added many more enemies to the level to give it a bit more of a challenge. Before this, they were pretty much non-existent in the last half of the level.

Once the level was in I polished some of the buggy mechanics that were in the level. this included included the AI for some of the germs and the mechanics for the final boss fight. After this polishing I sent the files I'd worked on to the rest of the team and they polished some more. That is, they added remaining sound effects that needed to be placed, and getting the background music to transition properly from game to boss battle. I met up with them again later on Tuesday and we made some of the images larger so that they could be seen better. (We also did this because our instructors mentioned that it might be a good idea.)

Well Wednesday came around and we presented our prototype along with the rest of the class. I think all of the games pretty cool. I'm biased towards the one my group made, but I wouldn't mind playing the others. As a special treat I'm posting the design for the final Boss. That's right when you fight the last guy he transforms into the uber-boss-guy-man! Rogerm!!!


The next project we will be working on in class will be built using the XNA studio. Stay tuned for more details.

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