Production Project Session 5 Roguelike

SUMMARY

Role

UI / AI / Heads Up Display

Intention (SMART Goal)

By May 10th, as part of team 2 session 5, I will help out with the animations and create and put sprites into unity using this video https://www.youtube.com/watch?v=k0jIBbmwvGk
And a minimap with this video

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

karen sparck is a mostly forgotten person thanks to being a woman but who played a huge role in the creation of modern search engines and such

Training Source(s)

https://www.youtube.com/watch?v=k0jIBbmwvGk

1:40 Sprite mode can be switched if it is a sprite with multiple images
2:15 There is a sprite editor to edit sprites
2:53 Always split apart your sprites
3:06 Know your pixel size
3:56 Select compression mode for better sprite quality

Project Timeline

Note: Not in order of expected completion

  1. Implement the boss by April 15th.
  2. Have cutscenes finished by May 6th

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

https://leotheweeb.itch.io/unity-rogue-like

Skills Commentary

link to the slide show
https://docs.google.com/presentation/d/1cwydY9v7HJyBazr9G8rlnWYZyW5UzPMlndmr_c_QuzU/edit#slide=id.gf3e6710de1_0_86<-

In this session, I focused on sprites much more than my original intent. I ended up making most of the nonchanging/moving sprites. I have also started working on particles for the game.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

With so many components that go into sprites, it was difficult to figure out how sprites fit together (things like spikes, boxes, and the floor were all taken into consideration. Using said creativity and critical thinking we understood that certain sprites like the box must be redone.

Ways of Working (Communication & Collaboration)

I talked about how we want to put certain sprites into our project. I lot of our game and sprite-based decisions we worked with teammates on including many things talked about in the previous section.

Tools for Working (Info & Media Literacy)

Youtube, Unity, Unity Learn, pixil art, and My team, all helped out greatly in what I was able to accomplish.

Ways of Living in the World (Life & Career)

This production cycle has helped me learn more about coding, particle system, and how the unity camera works and I could eventually put that into my resume or for future projects that accomplish the same thing.

Reactions to the Final Version

The minimap was confusing

Sprites didn’t match the hitboxes

Health only went to 12 while increasing past that point

Enemies got stuck and wouldn’t be able to move

The gameplay and ramping were enjoyable

Self-Evaluation of Final Version

Our game was a very simple game with only a few mechanics, a simple playback, an easy “leveling” sort of system and an easy to see and get the feel for art style and mechanics
Our game was unexpected and different having a few hell / seven deadly sin-based themes with a rogue-like dungeon crawler gameplay which I would think is not too common
Our game was concrete, people knew what was going on, and if not immediately figured it out fairly fast. We have easy to understand sprites and a collar palate that worked well
Our game was credible in the sense that players were able to see their stats and know all the information they needed to know like their health, damage, and cooldown between attacks, all of this while not being overly complex

What I Learned and Problems I Solved

I learned a good few things like how to work with cameras (with things like preview ratios and such) plus a better understanding of color theory through making sprites. I learned the importing system too as simple as it was you could get caught up pretty easily. I don’t think my perception of workflow changed too much but definitely helped me work better and be a more efficient teammate while using tools I have to work on and help me learn. Plus I learned the power of sleep!

Grammar and Spelling

Grammarly

Editor

None at this time