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Showing posts from September, 2024

Delve into the Abyss Development Blog - Week 5

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      This week I put my concept design skills to the test and set out to work on a task that required me to build out concepts for potential layer themes. Although I actually started the week off doing a small bit of troubleshooting with our project. Since the game still had code that was for testing out certain mechanics via instant input, I had to erase that code so we wouldn't be able to add or remove stats without an altar.    After that I did actually start work on layer concept designs though. I wanted to have a nice selection of potential layers to play around with so we can pick and choose what kind of aesthetics we'd want to go with over the course of development. While we still have the mine layer, having other interesting layers would be of benefit for the game as it will give the game a certain amount of ecological diversity. Also it would just be really cool. So I employed that kind of mindset when setting up potential layer concepts.    ...

Delve into the Abyss Development Blog - Week 4

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     Work towards our game continues to go smoothly as we finish up Week 4. We started off the week dividing tasks among people, although I am noticing that we are getting a little ahead of ourselves in terms of certain things. I think the biggest issue is we haven't really even set up what different levels we want design-wise so certain tasks end up getting ahead to a degree that would require that kind of thing. I did speak up about us not having level themes and whatnot, but we won't be discussing that until next week. Otherwise, I was tasked alongside Blake and Chance to work on doing some stuff for the mine level.    Blake had initially set us out to find some assets for him to use for the map. The biggest one was fire and light assets, which I found a lot of fire assets with a few that come with their own lighting system. I submitted those assets to Blake and he eventually chose whatever one he wanted to use, which is pictured above. I then took it upon my...

Delve into the Abyss Development Blog - Week 3

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     In regards to development this week I had been tasked with handling the XP gain system, and the stat upgrade system. I had started with the XP gain system since it was the one that made the most sense to actually start off with. It also wasn't really all that hard to actually get set up since I dealt with an XP system in the game I made for last semester's final project. I think the biggest issue I had in regards to it is that we have two enemy scripts apparently, so I had to add the system in the enemy script that actually handles life/death of an enemy. Once I had the basic systems set up though I sent it in to Michael to add a UI element.    Later on in the week I implemented the stat upgrade system. This one was a bit more challenging since I wanted to add in two different kinds of functionalities. One would source the XP from the player, and the other would source the amount of items (in this case, Iron Ore) from the player's inventory. I primarily wan...

Delve into the Abyss Development Blog - Week 2

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     This week in development was primarily focused on setting up the important gameplay features of our game. We started off the week handling Trello board setup and splitting the team up to complete various tasks. We set up task difficulty and such through Planning Poker which was kind of fun, then from there was the actual division. I took up handling setting up the movement since I knew how to set that up pretty reliably.    Once I actually had my task in mind I set up a basic build so I can set up a moveable character. Since this was something we did in Game Engine Scripting I was able to just take out the code I used in the example game for that and import it into the build. This came with general movement and jumping. I also set up a basic health system, alongside a simple block that harms the player so that the health system can be tested. With all of that setup I exported everything into a package to be built.    Come the weekend a build was a...