Newtonian-PhageBLOG

CPSC6830 - Game Programming Final Project - Phage Shift game.

Members: Benjamin Warner, Derek Andrews, Hayden Lewis

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Star Blog - Date April 6th 2020…

So far we’ve split up and are working on our individual pieces, pushing to git as we go. We each have a test scene that we are working on, but contructing them primarily from prefabs so that a game manager script will handle the majority of the scene contruction in the end.

Hayden has a solid chaser AI for the virus with a nice navmesh, Derek has a neat walker algorithm for the Phage and a shooter basis, and Ben has made a preliminary playfield generator with some menus.

Star Blog - Date April 13th 2020…

The game is at a pretty good starting point and is generally playable, now we just need to polish various features to make the game more appealing. Moving forward, here is what we plan to focus on now:

Ben – Add scoreboard logic and clean up various menu functionalities. Improve wall quality.

Derek – Power ups.

Hayden – Various animations.

Star Blog - Date April 20th 2020…

After receiving some feedback from the discussion thread on canvas, we implemented a few changes that were suggested for general gameplay improvement. Now, controls are a bit more intuitive and the scoreboard appears to be working. HUD has also been improved to stand out more with better indications of what to do and health/cooldown statuses.

Aside from suggestions, we also implemented powerups added after level 1 and field resizing every 5 levels for a max field size 5x that of the start.

Additionally, we are working on destructable walls and general improvement of prefabs and animations.

Star Blog - Date April 27th 2020…

This is the final stretch of the semester and it looks like all of the pieces are coming together. Our 2nd build is live and it looks like the scoreboard has been working since it was implemented, though it could be prettier.

Our goals have been met to make destructable walls and improve animations. Most notable is an animation to indicate when damage is dealt. Additionally, menus can now be navigated with mouse clicks!

A decision was made to add some atmospheric music to the game after the last lecture discussing sound, and it really does add a sense of completeness to this build.