Video
https://vimeo.com/80395133
Build
Powerpoint
Tuesday, November 26, 2013
What I contributed.
I was one of the programmers for Shuffled. I worked on the card mechanics, and made sure that the deck drew and shuffled correctly. I also worked on the code for restarting the game, so that it didn't break the game when someone restarted it. I helped fix most of the bugs in the game, and I also worked on the movement code somewhat, and helped to make sure the collisions worked correctly. I also helped make sure that the boss codes work, when I had time.
What I contributed.
I was one of two main artists on the game. I created assets for the game such as the background, walls, playing board, cards, banners, and statues. I also made both splash screens with the help of Dylan for the main menu one since we used his concept art that I cleaned up. I worked with Tyler and the team to get those splash screens implemented. I also tried my best to keep the team together by encouraging communication constantly. I consistently posted on our Facebook page asking how other team member tasks were going and I always asked if anyone needed help with stuff.
What I did for Shuffled
I made the particle effects seen in game,
I programmed a lot of the AI and Player controls as well as helped with the card system programming.
I designed the vortex background
I came up with the original idea for the game
I wrote/composed the music and sounds in the game
I designed many aspects of the boss fight
I programmed a lot of the AI and Player controls as well as helped with the card system programming.
I designed the vortex background
I came up with the original idea for the game
I wrote/composed the music and sounds in the game
I designed many aspects of the boss fight
what I contributed
Gameplay:
- initial wall jumping mechanic: added into code for testing
- concept for the design of the final Heart Boss Fight:
- boss fight damage tweaking: designing the damage values for the fight
- title splash screens: implementing the title and controls splash screen
Bug Searching/Fixes:
- found and fixed bug that was causing the diamond boss to slide around when moving
- found and fixed issue where club boss had a larger hit box than intended
- found an issue that caused the club boss to slide around as a result of fixing the boss's hit box
- identified an issue that caused flushes to sometimes flip the players cards and break
- helped to fix an issue that caused players to get stuck on a boss when dashing at them
Monday, November 25, 2013
Taylor Harrington Weekly Update 11/25
This past week I've been working on finishing touches of art assets, and working with code to get everything into the game properly. The team and I have also been preparing for our video and presentation and I've been communicating with the team about how everyone's final tasks are coming along.
Tuesday, November 19, 2013
Taylor H Weekly Update 11/19
I've finished the main menu and controls splash screens and am now implementing the controls text into them. I also redesigned some environment art such as the banners and backgrounds, to better reflect the game and give better indication of getting a flush and level changing.
Thursday, November 14, 2013
Testing Results
The results
of the tests issued for the latest build were not really all that surprising,
yet were still informative. The main gripes players had were the things already
being addressed by our team, meaning our focus was right on the mark. In
addition, players responded well to the recently added and changed elements in
the game.
What players enjoyed:
Players responded well to the flush command and the dashing. They enjoyed the flashy nature of these moves and enjoyed the heavy damage it dealt.
Players responded well to the flush command and the dashing. They enjoyed the flashy nature of these moves and enjoyed the heavy damage it dealt.
Players
found most of the bosses interesting.
Players
liked the new transformation sequence as a tell.
What players had issue with:
Players voiced the desire for sound effects suiting gameplay to be heard.
Players had issue with the main character blending in too much with the ground due to the color scheme. This is already being addressed.
Players voiced the desire for sound effects suiting gameplay to be heard.
Players had issue with the main character blending in too much with the ground due to the color scheme. This is already being addressed.
Players had
issue with the club boss and his behavior. This is already being addressed.
Most players
had issue with the controls and the point of the game. This is being addressed
by a main menu / controls splash page. Not the nicest way to go about it, but
it will work and it’s a quick fix.
A few
players cited the music saying that it could have been more epic or interesting
for a boss fight. I am currently working on this personally.
One player mentioned that they would
prefer a different way of displaying health and cards.
What complaints heard in the past
were not heard this time:
No players complained about bugs with the card system. This is big and important meaning that we most likely fixed all the bugs in the system that actually affect gameplay.
No players complained about bugs with the card system. This is big and important meaning that we most likely fixed all the bugs in the system that actually affect gameplay.
Tuesday, November 12, 2013
weekly progress
this week i worked on balancing how much damage the bosses takes. I gave the bosses different values for how much damage the take to diversify the challenge. certain bosses will take more damage from the card throwing attack and less from the slashing attack and others will be the opposite. Also i helped identify bugs for fixing.
Taylor Harrington Weekly Update 11/12
This past week I have taken feedback and distilled it all into notes and changes that we need to implement. I met with the team on skype and we gave everyone tasks for the fixes and changes. I have also been working on splash screens for the game such as the start screen and a controls screen.
Thursday, November 7, 2013
Another new build
In this build we've fixed a couple bugs, disabled WASD controls and Changed some boss behavior.
Controls:
Move left and right with arrow keys
jump with up arrow
q and e to select card
w to play a flush if you have one
space bar to fire a card normally
Play it Now!
Please play on Good settings or higher.
Controls:
Move left and right with arrow keys
jump with up arrow
q and e to select card
w to play a flush if you have one
space bar to fire a card normally
Play it Now!
Please play on Good settings or higher.
Tuesday, November 5, 2013
newest build
controls:
arrow keys to move and jump
q and e to select cards
w to play a flush if you have one
https://dl.dropboxusercontent.com/u/148281020/shuffplay.7z
arrow keys to move and jump
q and e to select cards
w to play a flush if you have one
https://dl.dropboxusercontent.com/u/148281020/shuffplay.7z
Latest update
The latest iteration of the game has added a lot of features.
Playing a flush now deals a deadly special attack.
Several boss mechanics have been added.
Reshuffling works better, though there are a few bugs.
Many art assets have been added in.
Boss difficulty has been adjusted.
Music has been changed.
Playing a flush now deals a deadly special attack.
Several boss mechanics have been added.
Reshuffling works better, though there are a few bugs.
Many art assets have been added in.
Boss difficulty has been adjusted.
Music has been changed.
Sunday, November 3, 2013
Taylor Harrington Progress
This week I've worked on getting our team to communicate better in order to get us and the game back on track. I've worked on changing art assets based on some constructive feedback and created some new art that feels more in tune with everything else which will help the overall look of the game be more cohesive.
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