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CAGD 370 Blog Post 2 - Thunder Vault Movement Prototype V1!

  The game has made a great deal of progress in our second sprint! With the unreal project and gthub set up, it was finally time to start programming the movement. I started with the Unreal Third Person Template, because it comes with a functional player character using Unreal’s Character Movement Component, as well as a nice level to play around with the movement. I began by tweaking the parameters of the Character Movement Component. The Lead Designer wanted the player to build up speed on the ground that can be translated to the air using the pole vault, and so I raised the max speed on the player and lowered the acceleration, which made our character control not dissimilarly to how Sonic The Hedgehog might. The next tweak I made was greatly lowering the jump height. While we still wanted the jump to be an option, we want players to rely heavily on the pole vault for moving vertically. With the basic movement configured to how we liked, now it was time to start with the pole...
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CAGD 370 Blog Post 1

  In CAGD 370, my new group and I have just started working on a new project currently titled Thunder Vault! It’s a 3D Platformer where the player has to rely on their pole vaulting skills and momentum-based physics to clear levels as quickly as possible! Andrew Kostlan is the Lead Designer, Anish Neupane is the Producer, and I am the Programmer of this project. In our first 2 week sprint, We’ve set up our backlog, developed and tested our paper prototype, and created our Unreal Project File and set up Github Version Control from within the project! As the Programmer, I was the one to set up the Unreal Project this week. I chose Unreal Engine version 5.5.3 since it’s the latest release, so that we’ll have access to all the latest features during development. The next thing I did was set up Git Version Control within Unreal. I recently purchased a new computer, and didn’t move over anything from my old machine so that I could have a fresh, uncluttered start. A consequence of this th...

3D Level 1 V2 Changes and Feedback

  My level underwent some drastic changes between v1 and v2, I ended up scrapping my v1 and starting over as I believed it didn’t provide a good foundation for me to build upon, but that some of the encounters I made could be reused. Overall I think my changes made a significant positive impact on my level. For starters, I separated individual mechanics into their own sections where they could be introduced and interacted with at a steady pace, so as to not overwhelm the player. This structure was fun to work with because it was very modular and I could easily design short but fun challenges for the player to overcome with breaks and checkpoints in the middle. This also made the critical path of the level extremely easy to follow, as the Player was always looking for the exit door in every room. Some mechanics I thought were implemented well were textboxes, Chompers, Switches, and Doors. I implemented some text boxes that helped the player know what to expect, as well as provid...

Mega Man Levels 1 and 2

Adding Keys Adding keys and doors had a great effect on my level in the transition from V1 to V2! Since my level was already laid out along a linear path, I had to make a detour that branched off from the midsection of my level in which the player acquired a key to reach the ending. I added a lava cave beneath my jungle that I themed around a mining site, with Drill enemies and lots of breakable blocks. It ended up being probably my favorite section of the whole level!! Adding Weapons Adding Weapons was really fun, because the new movement abilities allowed me to design new platforming challenges! The Weapons I chose for my 2nd level were Oil Slider and Charge Kick! I really liked the Charge Kick because the double jump both tested the player's timing and spacing skills as well as allowed me to design new kinds of platforming challenges! I chose the O Slider because I thought the surfing was so cool and that a surfing section would be super fun!! In the actual design of the level...

Level Design: Simple DnD Map v3

Who played your map on its final iteration? (Player names and their chosen class) What went right? What went wrong? How did implementing doors/keys help or hurt your level? How did the players respond to the items introduced? Notable changes that you made from your first iteration. On the final iteration, the players of my map were Anish and Jewel. Sadly, Kafka was sick on the final iteration test day and so they did not play. Anish chose Warrior and Jewel picked Mage. Lots of things went right in my playtest! Although having one less player did greatly alter the experience of the level, the playtest still went very well. With a brief explanation, my players were able to fully make use of all the macros/character abilities I had implemented in order to streamline the gameplay, and they were a massive time saver since I didn’t have to calculate the damage numbers myself. The new elements I added to the game like the hares also provided some fun surprises to the players! Not a lot went w...

Treats and Trials: Postmortem!

  Game Info Group Number 2 In Treats and Trials, Players build their own haunted houses out of trap and candy cards. Then, the exploration phase begins and players explore each other’s haunted houses by turning over cards! Candy cards give you candy pieces, but trap cards raise your fear level and can force you to leave without collecting all the candy! The Player with the most candy after three rounds is the winner! Target Audience: Director, Explorer, Competitor, Achiever The Pitch This time around, we were pitching our own original game ideas to the class! This assignment was due on halloween night, and since halloween was fresh in my mind I was thinking about halloween games that I could create. I recalled how when I was very young, my grandparents liked to set up a haunted house in their front yard for trick or treaters to explore. (It terrified me when I was 3!) With this on my mind, I thought of how I could bring the experience of exploring a haunted maze to a card game, o...

Unit 3 Playtest 1

  Games Played Knights, Wizards, and More The Gray Cross H.O.P.E. Cure Extraction Formal Elements (Knights, Wizards, and More) Players Knights, Wizards and More (KWM) is a 4 Player game, with a Multilateral Interaction Pattern Objectives The main objective of KWM is to be the last player standing Accomplishing this comes with some smaller objectives along the way, such as Acquiring better gear Defeating other Opponents Rules Each card has special rules for when it is played, which are shown on the cards Players can only move the number of spaces that corresponds to their dice roll Players must take turns When Players cross paths on the game board, they enter combat When a Player’s HP reaches 0, they are out of the game The card you draw is determined by the color of the space you land on after moving Procedures Rolling the Dice (Movement, Defending, Attacking) Flipping a Coin (Deciding who goes first) Using Cards (Items, Equipment, Special) Moving your Character Drawing Car...