[Week02] Finishing the prototype


Hi everybody!

Our progress so far

We finished the Art Bible and Tech Bible so that we can make coherent designs, artwork and code. We also continued to work on the prototype for our game. Last week we used forces for the movement, but that gave the movement a weird feeling, so we decided to use custom movement to get that better feeling. We created a tile to use in the prototype and to gauge the amount of time it would take to make a small asset.

Why use Unity as our game engine?

Unity is a simple but effective, lightweight tool, which allows for faster prototyping. In addition, it provides effective 2D tools to work with. Faster code compile times also allow for an improved workflow.

Why not use Unreal Engine as our game engine?

Unreal's big code base slows down compile time. Intellisense, the syntax helper in visual studio, works less efficiently and has a less efficient code quality. Unreal also has very little support for 2D games.

What makes our game fun?

The core mechanics of our game make sure that the player is always busy avoiding traps, other players, and backstabbing other players yourself! We expect it to give you and your opponents feelings of anger and frustration, as well as joy and laughter. Pickups, environmental changes etc. are only going make the game for hectic(and thus more fun).

What are our next steps?

Now the production phase begins! By next week we will have a playable level, characters, and some traps to(hopefully not) run into. The goal is to have a consistent output of art assets from now on, while further refining the basic gameplay and adding extra features along the way.

Here is what the prototype currently looks like:

Files

DashBuild_W2.zip 19 MB
Mar 05, 2019

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