Posts

Sprint 2 373

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                                        Sprint 2 The Project on GitHub First things first, I wanted to make this project accessible to my classmates and anyone else who shares a passion for game development. So, I created a GitHub repository where I've been consistently updating the project, allowing others to access, collaborate, and learn from the experience. The repository contains all the necessary assets and scripts for the Nuketown map, making it easy for anyone to get started. Modeling and Texturing in Autodesk Maya 2024 The heart of any game environment lies in its 3D models, and Autodesk Maya 2024 proved to be the perfect tool for the job. I meticulously crafted the elements of Nuketown, from the iconic yellow school bus to the quaint suburban houses and the Cold War-era aesthetics. Using Maya's powerful modeling and texturing capabilities, I brought each com...

Sprint 4 Mobile Game Development

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  Developing a mobile game is an exciting yet challenging endeavor with so much fun possibilities of brainstorming and endless work. With only two weeks at our disposal for Sprint 4, our team embarked on a sprint to improve and enhance our game, Meltdown. In this blog post, we will explore the significant progress we made during this short timeframe, highlighting our achievements and the teamwork that made it all possible. Price Progression for Generators: One of the essential aspects of a clicker game like Meltdown is the sense of progression. To enhance this aspect, I focused on implementing starting prices for each generator. When players upgrade these generators, the price they paid was displayed, creating a tangible sense of progress. This seemingly small addition made a big impact on the overall player experience by making upgrades more engaging and understandable. Disaster Alerts: In Meltdown, players must deal with various disasters. To make these events more evident and en...

Sprint 3 Mobile Game Development

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  Title: Sprint 3 Recap: Meltdown Mobile Game Development Welcome back to another exciting update on the development journey of Meltdown, our thrilling mobile game! In Sprint 3, we've been hard at work ironing out bugs, improving the user interface, introducing exciting new gameplay elements, and collaborating closely with our talented team members, Andrew and Dominic. Here's a detailed look at what went down during this sprint. Bug Squashing: AvailMoney Glitch One of the primary focuses of Sprint 3 was to address a pesky bug that had been bothering our players. The issue revolved around AvailMoney, which is the in-game currency players earn as they progress. Previously, when AvailMoney surpassed 200, it would trigger a glitch that reset the currency to 0. This was an obviously frustrating experience for our players, and our priority was to resolve this issue promptly. Our development team delved deep into the codebase, meticulously tracing the source of the problem. After iden...

Sprint 2 Mobile Game Development

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Sprint 2 marks a significant milestone in the development of our project, focusing on enhancing the gaming experience by introducing disaster possibilities and several exciting game mechanics. In this paper, I will delve into the details of Sprint 2, discussing the implementation of disaster possibilities, two types of disasters, a random event, a rudimentary shop system, and the introduction of a save and load system. Additionally, we will express our satisfaction with the collaborative efforts of the team members, their dedication, and the support they have provided throughout Sprint 2 Disaster Possibility and Volatility Increase One of the key features of Sprint 2 is the introduction of disaster possibilities, adding an element of unpredictability and challenge to the game. These disasters are triggered by an increase in volatility resulting from upgrades to the power generator and water wheel generator. The decision to link disasters with player actions adds depth to the gameplay...

BlogPost1

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As a dedicated back-end programmer for the video game "Meltdown," I'm excited to share some of the recent progress I've made in enhancing the gaming experience. Today, I'm thrilled to unveil the development of the resource manager, which plays a pivotal role in our game's currency system, as well as the creation of two exciting generators: the Bike Generator and the Water Wheel Generator. The Resource Manager: A Central Hub of Variables At the heart of our game's economy is the resource manager, a meticulously designed component that consolidates all the variables needed for our currency system. This resource manager acts as a vital bridge between the game's mechanics and the player's in-game resources. It stores and tracks various in-game currencies, providing a seamless experience for players to manage their wealth.Our resource manager has gone through numerous testing and optimization to ensure that it operates smoothly, efficiently, and without...

BlogPost2_Munguia_James

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  This process of being in a group has been a series of ups and downs. We are very passionate about the project goal we have made. This has been a different experience from the last sprint kick off because of the responsibility I was given during the half of the sprint 2. I really do appreciate the responsibility I was given to be a Co-Lead for the project and making sure everyone is engaged and driven in the project. I believe I also earned the responsibility of being Co-Lead as well just because I am always showing up to class, and putting in the work that needs to be done. During the first week of the sprint we did run into a little bit of trouble as our Co-Lead would not attend classes nor put in any work due to family. My other partner and I would just assign each other work and verify but learned very quickly that was not our job to do. So then I became co-lead for a short amount of time until Richard became Co-Lead again. We as a group also figured out a solution to Richard ...

SimpleDnDMap v3 feedback

  I did a DnD test run with a couple of my friends via roll20 through discord. It went really successfully besides the fact that the maps were drawn out. My friends liked the whole idea of adding traps, levels, and difficult situations that were drawn out. It was comforting that the game lasted about half an hour but that's because we took our time on it and really dove into the aspect of criticizing the last DnD Map that I created. My friend added that they really enjoyed the idea that creating multiple scenarios is each level really adapted to the idea of fun and being distracted from the time. With the rule set added as well as other variations of rules being implemented helped out a lot. What went wrong was the fact that the map was drawn out pretty fast paced and it did not cover a lot of ground. I believe the level design aspect helped out more than the game design. The game design aspect, like I said , was just drawn out too fast. I believe that I spent more time designing t...