Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy

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Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy

Concept Side scrolling beat-em-up Isometric perspective that implements 2D and 3D elements Satire and affectionate parody of game tropes from the 1980 s and 1990 s.

Story Super Adventure Man was a very successful game from the 1990s Super Adventure Man 2 : 3D is a reboot that has a major shift in gameplay, mechanics, and style Sam (the Protagonist) Does Not Like Story follows Sam as he tries to stop the development of Super Adventure Man 2 Eventually Sam learns that change isn t bad, and works with Development to finish the game.

Primary Mechanics Combat System - Overview Player uses a weapon to hit enemies and do damage while attempting to avoid being hit Player Health Bar Collection system for buffs Enemy AI Different enemy types behave differently Players must learn how to deal with each enemy Level Progression Entering a room spawns a group of enemies Kill all the enemies unlocks the hallway to the next room

Primary Mechanics Movement 8 rigid axes of movement Double tap arrow keys for dodge roll Controls WSAD or Arrow Keys to move, Z, F to attack, Double tap a direction to dodge Score Combo increases by 1 every time an enemy is hit Score increases by 10*Combo Combo resets to 1 when Sam takes damage

Other Mechanics Striking When the Player strikes enemies, they get briefly stunned Lock on to nearest Enemy when striking Health Pickups Enemies have a 20% chance to drop a heart Hearts heal Sam for 1 Camera always attempts to maintain an intelligent angle, orthogonal to the flat player Simply following the player can result in the player being invisible

Enemies Cube Slowly moves towards player Most basic enemy 3 Health Pyramid Strafes around player Flies in to attack Requires fast response 2 Health Tetrahedron Stationary, fires lasers Shakes when it recharges 4 Health

Tools and Software Used Programming Unity Art/Sprites Photoshop Inkscape openscad 3DS Max Piskel MS Paint Music 3mle LMMS Musescore

Reward System(s) Plot advancement Satisfaction of success Combos and Points Health Restores

Points of Emphasis Art style reminiscent of 1990 s games Themed Maps/Levels Emphasis on the game being incomplete by Development

Goals Accomplished - Working Engine Controllable player AI Enemies Health and Damage Enemies spawn on trigger Rooms appear as enemies are killed Bosses Dialogue System

Goals Accomplished - Almost All Original Assets Handmade models (except for Unity primitives) Original Sprites (Credit to Robert Olsen) Original Music Level backgrounds Scripts Two exception: Sound Effects, Font

Future Development Features More levels City, Space, Level 9 Other weapons Big Sword, Stick, Ranged Weapon Other Enemy Types Enemy that ground pounds, A rolling sphere Expanded Moveset Strong attack, Jumping attack, Thrust attack

More Future Development Features High score tracking Lock on Knock back More bosses Blast Lightspeed, Sam 2 More story and cutscenes Main Menu and Game Over Screen

Modeling Sprites (A how-to method) Rotating sprite renderers in Unity has an odd effect. To combat this: In Photoshop, make an all-black version of the Sprite image Import the Photoshop image into Inkscape, convert to a path, export as DXF Import into openscad, extrude it as a model, save as STL Import into 3DS Max, map texture, export as OBJ Import OBJ into Unity

Main Theme (Chiptune ver) Boss Fight

Unused Artwork / Music City Streets Theme (To play music within your Browser, connect your Drive to Open with Music Player for Google Chrome, as Google doesn t seem to support music on Drives anymore. Florida Tech accounts only, sorry!)

Unused Artwork Space Theme Dreamy Fast

Unused Artwork The Unfinished Level Theme (Wireframe)

Difficulties Faced Persuading Unity to render things properly Switching from Git to Unity Collab (Unity Collab is better!) Unity API Quirks Visual Studio and Monodevelop are both bad Complicated physics, geometry and calculus based code for AI behaviors Initial poor design choices weren t corrected Unity Editor - millions of public variables Finite State Machines - initially jerryrigged, eventually painful Waiting on the guy to do the thing that he needs to do for you to do your thing and you know exactly what I mean

Lessons Learned Start early! Be very (very, very) specific on what your game is about before starting to program Unity Colab is much easier to use than Git for unity games

Lessons Learned It s easy to make up a song. Getting it to somewhere around a minute and a half takes work. Filling out the song is a nightmare. Making the music loop isn t very fun either. Once you figure out a process, write it down When making sprites and art, CTRL+Z and CTRL+S is your friend.

Lessons Learned Plan before you work Don t spend too much time planning instead of working Be careful when working in the same Scene as someone else at the same time.