This week was rough because of the Corona Virus shutting down campus. We had other things on our minds, but still managed to get some good work done. Hai finished up the background and transition for the mineshaft world and the background for the sewer. She also finalized two of three cutscenes. Willie spent hisContinue reading “Week 10: Remote”
Author Archives: B
Week 9: Playtesting and Work
This week we were able to build our first version of the game. You can check it out here. With this, we also were able to get some playtests. Hai also was able to playtest with quite a few people. From those tests we found a lot of small bugs to fix. They mainly includedContinue reading “Week 9: Playtesting and Work”
Week 8:
This week we continued with some casual playtesting and got more general feedback on the levels that we were testing and some insight on bugs. So far we have been giving players the tutorial area to play around in. One of their main points of feedback is to give them more space to experiment withContinue reading “Week 8:”
Week 7: Mentor Feedback
After a few weeks, we met with out mentor, Ben Wander. A lot has changes since he gave his feedback last time. Previously, he had only seen our one-player prototype to test out the physics and basics of the pulling and pushing interactions. Now, however, he was able to play a few levels and tellContinue reading “Week 7: Mentor Feedback”
Week 6: 50% Mark
Our goal for the halfway point was to have all the features (mechanics, sounds, art) in a playable game for one “world” with ten or so levels. Since January, we have been working to get to this point, programming, creating sounds, and making art assets. We have programmed all the features and been focusing onContinue reading “Week 6: 50% Mark”
Week 5: More Animation and Sound
Ben created additional tilemaps and made some visual changes to the character select menu. It is mostly complete but will feature images of both cats instead of just their names. In addition to these art assets, Hai created more animations for the characters. Here are the sprite sheets, which have been imported into Unity. Continue reading “Week 5: More Animation and Sound”
Week 4: Testing, Bugs, and Animation
Over this past week, we were able to conduct three playtests. From last week’s sketches, we create a rudimentary level sequence so that the players could navigate to the goal and interact with one another and the world. As a team, our primary goal from this test was to see what players thought about theContinue reading “Week 4: Testing, Bugs, and Animation”
Week 3: Toy and Unity Setup
Mentor Feedback This week we met with our mentor Ben Wander with the intention of getting his feedback of the “feel” of the game and mechanics, controlling only one character. Luckily, he had no trouble playing the game. We asked input on controls, movement, and the magnetism mechanics, to make sure our base was strong.Continue reading “Week 3: Toy and Unity Setup”
Week 2: Mechanic Refinement
Based on our previous prototypes and some feedback we got on them, we met as a team to decide the direction we were headed. Player experience Keep a “happy” vibe Collaboration, communication, coordination Methodical, slower paced puzzles (it would encourage better communication) Lighthearted player to player interaction No Super Meat Boy deaths, keep it familyContinue reading “Week 2: Mechanic Refinement”
Magneko! Our Blog
This is a blog to document Ben, Nolan, Hai, and Willie’s capstone project. Elevator Pitch Magneko is a 2D cooperative platformer where two magnetically augmented cats must repel, attract to return to climb back up the surface. Description We want to try our take at a puzzle game that involved a challenging set of puzzleContinue reading “Magneko! Our Blog”