Krown of Kaos Development

Krown of Kaos

Pre-Production Phase

Game Summary/Plot

The game opens up to a grandfather and his grandson in his grandson’s room. The grandson asks his grandfather to tell him the story of the demon king from the past

Core loop

Our core loop for the game (A loop that goes every time you run through the game) is to

  1. Pick up quests
  2. Do quests
  3. Get rewards from quests
  4. Repeat until the timer gets low enough and go to the cave in the top right. Following the path out of the starting town

How to win

The way to win in the game is that you need to raise enough items and grow in power enough in 5 minutes that you are strong enough to fight your demon king-possessed son. Once you kill the demon-king, you win the game and get rewarded with a cut scene at the end.

Preparation 

In our preparation for the weeks following up to the state contest, we had set up a script for player movement, inventory, dialogue, and a quest system. We still have a couple scripts to work but it’s a weeks-worth of work that will surely set us ahead of the competition in our class. We are using ClickUp for our project management and keeping tasks updated as well as hosting small conversations at the beginning of our class period usually lasting around 5 minutes to discuss what we got done the day before and what we were doing that day along with any confusion with our game currently.

Production Phase

My role?

I am the lead coder in our team, having my partner learning coding under me and learning how to code while I’m creating new scripts. I also have other responsibilities like facilitating the team and resolving any solutions that arise up within our group, if there are any! I also do some world designing as I set up the world’s NPCs, environment design with a tilemap, and quests.

First Milestone

The first week in, we reached our first milestone when we presented our minimum viable product to the class, we had gotten a basic tilemap set up along with some houses and NPCs that have regular dialogues and quest givers that give quests to the player to pick up. Alongside of this we also completed our inventory system, adding a item dictionary that allows us to store item data like the name, type of item, picture of item, etc. Now all we need to do is add the boss and fix some visual bugs with the tilemap that was most likely caused by layers and fill up the world with different biomes and different NPCs that will give quests. After all of this, we’re going to add spells in but the combat for now is just swinging your cane at enemies because we figured that spells aren’t required to finish the game, and we want to keep it that way.

Second Milestone

This was accomplished in our fourth week, we had created a simple boss fight that includes the boss going from point A to point B to point C, etc. After we had finished that, we started to add in sound effects and music which made the game feel a lot more alive and dynamic opposed to the empty void. To reach our third milestone, we need to have added in NPCs and new quests that don’t bug out and more potions that will help with the final fight along with any other odd audio/visual bugs. On top of all this, we need to also have our cutscene done and a art asset attached to the boss and a fireball sprite as well as some sprites for the arena and maybe some lighting work. After the third milestone is hit, we’re going to be running a survey to get feedback on our game.

Barista Panic! Development

Barista Panic!

Basic Game Information

Story:

 

Gameplay:

You have two phases in the game, there is a day time phase and a night time phase. During the day time, you serve the Katts that come up to your stand and order coffee and you get money in return. After the day shift ends, you get taken to the shop where you buy weapons or abilities or upgrade weapons/abilities you’ve already purchased.

Then comes the night time phase, in this you fight off robots from your shop using the weapons/abilities that you had bought the night(s) prior and at the end you get scrap which you can use to upgrade the weapons and abilities you have already.

 

Planning:

Before beginning any project, I always sit down with whoever I’m working with and set up a mind map enough to be in-depth and allow me to work on my own. You can view our mindmap here

Coding:

Pre-production:

I pulled up my pastebin that I have my scripts on and used them to be able to compile the scripts I needed and modify them to the needs of the game.

Production

I didn’t need to make anything super far-fetched coding-wise that I haven’t done before. However this was the first time I dealt with exchanging data between different scenes and making a dynamic hotbar and different dynamic features that depends on what stuff you had bought in the shop. I will be updating my pastebin soon when I finally finish my scripts and plan to comment in to explain to anyone new to coding that wants to reverse engineer my scripts.  Designing the effective rhythm game also took some time considering that you had to make it all RNG as well.

Game Design

Surveying

We ran our first survey after we had just set up the small rhythm mini-game asking how much money that had earned at the end of the daytime minigame so we had an idea of how to price items in the shop.

However, since we changed the daytime minigame and implemented the animations in, there’s a large amount of downtime in between the arrow combinations so we’ll most likely need to do another survey to rebalance the shop. We also need feedback on our weapons that we use during the night time.

Post-production

Due to the stress, I had forgotten to update this blog post on the development of Barista Panic! But we had entered a competition for Barista Panic! At SkillsUSA and after we went there, we placed first place in the regional state competition! Now qualified to go to state but we probably will not due to our game being 2D and not 3D, 2D games according to our judge, doesn’t have much of a chance compared to 3D games.

Progress Tracker – November

October 29th – November 2nd

My original goal:

I want to go through and light up all the scenes so I can finally wrap up all the lighting for our game and get Unit 10 done from Unity’s manual.

What happened:

This week I was planning on finishing up with lighting up everything and then I ran into the problems of Unity’s light rendering. Turns out the objects I had been using to create all the levels create a plethora of problems so now I need to go back and recreate the scenes through Blender and figure out how to go exactly about that, I spent this week experimenting with Blender and how I set up walls and throwing them into Unity, once I get this figured out I’ll get the ball moving and hopefully have the game’s levels done very soon.

November 5th – November 9th

My original goal:

I want to figure out the weird lighting issues I’m having with these weird bubbles in the middle of my models

I also want to refine some of my textures to look a bit more better along with doing more maps and learning how to do said maps.

What Happened:

So this week I had to stay home a lot due to sickness and illness but while I was at home, I was working on different stuff on our game, first thing being the lighting issues I’ve been having. Turns out the thing I needed to do was clearing the baking data and then  re-bake the scene, afterwards it looks like this:

I started dipping into some texturing having changed the ground to a wood plank texture but looking more closely at it, it looks more like a rug texture as well as working on some wall textures which looks more like a weird cobblestone. I used a combination of diffuse maps and normal maps to add some depth and help Unity understand where to put the lighting on the texture, here is an example of diffuse and normal maps of a wood plank.

Diffuse Map:

Normal Map:

November 12th – November 16th

My original goal:

I want to get at least half of my models done by the end of this week so I can start the production on lights up again and get done with Unit 10 of lighting and start programming in the sound design elements of our game.

What happened:

I finished the whole west wing of our game and now just need to complete the east wing along with the showers and main room.

November 19th – November 23rd

My original goal:

I want to get done with the other half of my models. I also want to set up the lighting so I can begin to potentially program the sound effects into the game.

What happened:

I finished all the models and I’m now just baking lights, once that’s done I can start to program the sound effects in.

November 26th – November 30th

My original goal:

I want to finish baking lights and start at least getting in the basic sound effects and work a bit on my other project, Barista Panic! With my partner Roman. I want to get the programming for the night time combat and make the shop have upgrades working, maybe even get the pet programmed in.

What happened:

 

Animus Development

My teammate and I are working on a new game called “Animus” and we’ve been at work for the past month and we’ll be updating this monthly to keep track of our progress. For the past month I have been working together with my teammate and separately on my own on other aspects, overall we’ve done Brainstorming, Level Design, and Coding.

September 15th – October 15th

For this month we had spent 54.65 hours together, my teammate admittedly did more time than I but this is a time chart showing where our time went into:

Brainstorming

What I contributed to brainstorming was that I helped set up the different costumes that would be used in-game and the traits of the different NPC’s and why they would be good to befriend in-game for their benefits. I put forward help in designing the very first iteration of the map while my teammate widened it out more and made it look more spread out. Organization and small ideas/changes to already put down stuff and cutting down on excess information.

Level Design

I transferred most the rooms from the map into the game and constructed the floor plans into the scene. Now we just need to furnish the room and toy around with some of the lighting a tad bit and we can start working on getting the game fully up and running and get a proper tutorial done. Currently we have all but 3 rooms done on our west wing and all but 1 rooms done on the east wing but we still need to make the main lobby to tie them together and get those extra rooms done, then it’ll be on to making event ID’s and socialite systems.

Here is the map for our game:

I have put together a showcase to show the wings:

West Wing Corridor:

East Wing Corridor:

And one picture to show the shower since we don’t have the main lobby that connects the shower to the other wings:

 

Coding

I made a player controller script along with a door opening, patrolling, UI, inventory, and a very light day/time system script. To be able to see all of the scripts I’ve been working on as of late refer to my paste bin account: https://pastebin.com/u/Salasander/1/0/1/?guest=1

 

Unit 10 – Lights

Week 1:

This week my artist and I were reiterating our map and designed a whole new map for our game and we’re building that up now. We’re currently furnishing it (The artist building the models) and creating the walls and scaling them appropriately. Once this has happened, we’ll start working on lights because we want our game to look at it’s upmost best when showing off the lights.

We finished setting up the floor plans and transferring it into Unity and started putting up lights while doing so, we currently have all the lights up in all the different areas of the game but we’re currently debugging them slightly and figuring out just the right value.

 

Problems encountered:

  • Lights flickering on and off randomly without being consistent.
    • Solution: Set all the lighting to baked and bake through the scenes which WILL take awhile.
  • UV Map not attached to object.
    • Solution: Select “Generate UV Map” in the models properties, warning, this will take awhile as well.
  • Walls unevenly lighting in rooms with doors that open and close that don’t switch scenes.
    • Solution: Either try a different lighting method or model the room in Blendr, which I may do.

Unit 9 – Constructs of Game Design

We did a course on Unity and these are the objectives.

9.C.1.A

In this part we had to do some scripting around Joints, Raycasting, and OnCollisionEnter. Thankfully, I had done this before in the past except for the Joints stuff so I just quickly churned these out. First I did the OnCollisionEnter, this video shows that when the player touches the cube, it teleports them into another location.

And then here’s the script:

Then we have the Raycasting, in this video it shows that as soon as you step in front of the white line, it turns yellow, showing that the cube is trying to “see” the player.

And then here’s the script:

Finally, I have the Joints part and what I did for that is that I had it write in the console when the joint got broken off, showing that I can correlate scripting and the joints component.

And then here’s the script:

9.C.2.A

For this, me and my partner are using mindmeister, a mindmap software to start hashing out the environment and all the different elements of our game. The mind map is way too big for a single screenshot, but here’s the part that covers most of 9.C.2.A:

9.C.2.B

In this part, we needed to create a map of our level(s) and so we chose our biggest level/area to sketch which is the main lobby, and here is our result:

9.C.2.C

For this, we are using Meistertask to keep track of our progress and updates to the game project, this is what our layout looks like:

9.C.2.D

Now we needed to take our map and throw it into Unity and so I did so, without the walls because the height of the building is still being decided.

Top down view:

Sideways View:

 

 

Solo Learn Production Project

Summary

Our teacher had assigned us to go off on our own to enhance our skills in a certain area and so I decided to start delving deeper into coding. I had originally planned to do some Pixel Art designing too but the coding took up too much of my time. In this project, I made a box that teleports you to one of all the random scenes in our master project. Our master project is basically a gallery of different codes, each scene serves for checking a specific code, whether it be a stealth check or a first-person camera and movement check, and other things like that.

Evidence?

My advanced  enemy AI script so far:

And then I started to set up a box that teleports you to a random scene out of however many scenes you set, making it easier for other users to add their own scenes to the collection.

What have I learned?

I’ve started to learn to manage my time even more efficiently than I already have and try to make efficient shortcuts to get a good product in the end while saving time. I had started to dip my feet into the waters of the complicated subject of ray casts. A line that is drawn that can be used to check to see what said ray cast hit.

Unity 5 2D Platformer Tutorial

Part 1:

Basically, stuff that’s covered in the other notes I did. And that was practically what part one was about.

Part 2:

 

Part 3:

Part 4:

Part 5:

Part 6:

Part 7: