Category Archives: First Game Project

Humanity Voids Deliverables

Here is a list of the deliverables that the team has come up with to accomplish for Humanity Void.

Deliverables

Miner Madness Final Edition

Here is the final game version of Miner Madness linked from another members page explaining the final processes.

http://ap-stpdirectedstudy.blogspot.com/2011/10/october-17th-impending-ultimate-final.html

Or play the game here:

Click To Play

Game Design Document

This is the final game design document for Miner Madness.  This project was a great experience for me and helped further my skills as a game designer.  This game helped me further my skills in programming which was something I wanted to improve in.  It also helped me see the responsibilities that a small team of people might have to share.  Overall a great experience that I hope I can experience in the near future.

MinerMadnessGameDoc

Paper Prototype

Here is a link to the paper prototype testing that our group did for the first version.

http://ap-stpdirectedstudy.blogspot.com/2011/09/class-of-september-20th-beyond.html

Development Process – 7

These are the last changes that I made to the game:

After the final presentation I updated each screens backgrounds that was still just a gradient.  I received the screens from Shimika West who is part of our team and placed them in each of the screens background.  The last thing that I did was create a credits screen and placed everyone’s name on it that was affiliated with the creation and influence of the game.

Here is a screen shot of the final version during the game.

Development Process – 6

The last changes that I made for the final version were as follows:

After feedback from our first presentation we put in changes that would help the player visually during the game.  The first change that I helped out with was placing our GUI buttons over the selected spaces that the player could move to. This was done to clear up any confusion that the players might have on what to accomplish during their turn.  The team felt that this was a good suggestion and that it will help out significantly during further playing.  The next change that I did was change GUI colors for two variables.  The first was adding color to the current player indicator.  For example when it was player 1’s turn, the color of the current player would turn red and say Player 1.  This would cycle and change for each player.  The next change that I made was for the collapse chance.  When the chance of collapse would get higher the color of that GUI would change.  It starts out at green and as it increases it changes to yellow and red.

Development Process – 5

After a version was completed for class the next thing that I set out to accomplish was getting the collapse chance code to work properly. Me and Phil had been working on the code previously but I realized we made an error in our calculations.  The only correct way for the mine to collapse was if any player didn’t place a support on their first turn.  But if a player did place a support it calculated the collapse chance wrong.  So to correct this I came up with the idea that if a player digs an unsupported dirt area a block would be created in its place that would then be used to calculate the collapse chance.  If that unsupported area was then reinforced with a support that block would be deleted.  Finally at the end of the fourth players turn all unsupported blocks created would be added together and multiplied by the collapse multiplier and that number would then represent the collapse chance.  Then the final change that we placed into the game was changing the color of blocks that were supported and the ones that were unsupported to give the players a visual representation of both.

Development Process – 4

The next thing I completed was filling out the entire grid of dirt blocks and filling in all game objects in the required scripts.

           

Development Process – 3

The next assignment that I had was trying to get blocks to disappear when a player would choose to dig them. The first step was placing action zones around the player so that if they interacted with a block the right GUI button would change respectively. The players again ran into the same problem as I had in Development Process 2. The GUI would still stay the same for the next players first turn. But here is an image of what I was working on.

 

The next change I made was updating the GUI by inserting a Support button that would place down a support at the players current position.

 

Development Process – 2

The next thing that I helped in was trying the update the GUI buttons to change for each player at the end of their turn. The problem that we were facing was that at the end of each players turn their GUI stayed the same for the first turn in the next players GUI. I worked on this for a few days but was unable to come up with a solution. I was running into the same problem. Another problem was that if a player was next to a dirt space at the end of their turn, the next player was forced to dig in that direction and use up one of their 4 actions. I never solved this issue in time because another team member came up with a solution. At the end of each players turn we would just move them up a bit so that they wouldn’t interact with the blocks that surrounded them.

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