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Coding, Foreboding and Loading

After a long and arduous journey of code breaking, asset making and document writing the team (forever without the "I"), completed the first prototype of Dark Age, a game that will be remembered throughout the... Age(s). The team began the week by planning out the first level that players will play, this included level designing, the enemies that will be included, the various locales and the mechanics players can utilize. This first level ended up including everything. All enemies, virtually all the mechanics and all the level designing the team could muster. The team also began creation of content and code that would bring the world of Dark Age to life (ironically considering most of the world in Dark Age is dead, in the sense of the environment). The artists began creating Solis in digital form as well as designing and creating the environment. I assisted in setting up the Unity environment (an amazing piece of technology that is considerably superior to other development environments) and created the first movement script to get the ball rolling (interestingly enough, the very first asset I created in the environment was a ball to test the scripts). Our lead programmer created the scripts for additional mechanics and functions

I (despite the very first statement) assisted in the code where I could and when required. This included creating the movement script and camera scaling script. I also had a large role in creating the documentation, setting up the sections, writing, creating play testing questions and conducting my own play test session. Come tomorrow, I hope to have a larger (read: more involved) hand in coding and such. It can be equal parts fun and frustrating.

An issue I've identified will be setting up a repo and using SourceTree to share code. So far, we've come across a multitude of issues that has prevented us from using SourceTree. This will definitely need to be addressed in the future. I've also noted that, play testing will need to ask very subjective questions regarding the narrative and art style as they are core components of our game. Getting feedback on those elements will help bring our game to life and to the point we originally intended to reach.

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