top of page
Search
  • hamferry48

May 23 - Alpha Test

Updated: Jun 4, 2019

1) What has been recently completed


The alpha version of our project was completed.


Christa - Successfully added sprites to the game and had them look at the camera utilizing a specific script, but could use some tweaking with the layering of the game. Also finished creating the airpod, enemy, and player sprites, along with flashing animation for the enemy sprites.

Jacob - Tweaked the spawning code a lot and was able to generate a usable path for the player by consistently creating a space in each row that was safe for the player to stand. Also implemented music in the game and spent a long time matching the beat up with the gameplay. Added shield power up.

Hannah - Created background for the main screen of the game, and created assets for the cassette and nano collectibles, and planets for the background. Created a defined color scheme for each level of the game.


2) What each person is currently working on


Christa - Working on making the player sprite 'animate' as it looks left and right by having a sprite that indicates which direction it's facing. Also working on creating other subsets of enemies which movement left and right.

Jacob - Working on finding music to go with our game. Focusing on making the beat match with the movement of the spawners, which may require re-thinking the way the timer element of the game works.

Hannah - Completing more/better assets. Creating menu screen and level selection screen.


3) What features/ideas or on the backlog are to be done next


-Starting to work on a version for the beta test. More complete of a game working on different types of spawners, more music, and better assets.

- Assets for new power ups (Such as shield)


4) Analysis of playtesting (probably as a separate page)


- Move player faster

- Make the enemies a little more different than the rest (it's a little tricky to tell apart). Some feedback didn't like the flashing - brainstorm new ways to make enemies stand out. Change the enemy color?

- Adding a big flash when you use the laser to indicate what happened

- Make the game less crowded

- Increase speed over time

- Better indication of the point value of collectible assets

- End the game for sure when you die

- More variety

- Start lives at 3 or 0 (we technically start at '0' but we should call it 0 instead of 1)

- Visual for what you collected “shield up”, “life collected”

- Swap from current mechanic to holding down the letter while jumping to the next space

- Mess with time/difficulty


5) Obstacles that are blocking development


Finding songs with a good beat to match the movement of the spawners. Making enemy assets stand out, and trying to not overcrowd the game.


6) Reflection on game and process. What is working, what is not working. This represents your work-in-progress


What's working - Our vision we had of the game is slowly coming together each week.

What's not working - Finding songs with a good beat to match the movement of the spawners.

1 view0 comments

Recent Posts

See All

June 6 - Final Presentation

1) What has been recently completed Christa - Worked on designing level 3 & 4. Finished up any little bugs found along the way. Jacob - Worked on designing level 5. Wrapped up final versions of the co

June 4 - Postmortem

1) What has been recently completed Christa - Worked on the postmortem presentation and helped Jacob in trying to re-add the side moving enemies. Started looking into sound effects. Jacob - Worked on

May 30 - Beta Test

1) What has been recently completed Christa - Integrated both the side to side enemies and the teleporting enemies - though not able to show for the playtest due to change in spawning code. Created as

bottom of page