Posts

Blogpost 5, Postmortem

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     Sprint 5 concluded a week ago, and we were fortunate to present our completed prototype to our class a few days ago. We have yet to receive feedback from our classmates on the written forms, or a grade from our professor, but I believe we were very successful in what we had set out to do. We had completed Bedtime Climb with the majority of what we wanted in the game. Features and levels had to be scrapped due to time restraints, but the completed prototype thoroughly showcases the main mechanics and potential Bedtime Climb could have as a complete game As a team, for the most part we did all levels of work, as in we all did some level of scripting, UI, or modeling; though we still had our specialties. I mainly focused on level design, modeling, and the rotation scripts. And as the lead, translating my vision to the group for what I wanted the game to be. Tony also did a lot of modeling, completing the other half of the main levels and the scripts regarding vertical movement. Kylie

Blog Post 4, Sprint 4

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     This sprint went quite well, and we did not stumble on any major issues. There was a concern pointed out by our professor which I will be going into detail and exploring near the end of this post. The majority of the work done on this sprint was improving upon existing assets. This ranged from everything from level, to scripts, mechanics, and even our entire scene loading system. Because of this, there's no fancy level to showcase in this sprint. Despite not all our work being clearly visible this time around, take pleasure in knowing we spent the same amount of effort and work on changes that improve the game.  The first of the major mechanics we changed was regarding the player movement. This was pretty scarry as we already had six levels done, so altering anything regarding movement significantly could prove to make some of the levels unplayable and in need of a complete restructure. The reason we were looking into changing the movement system in the first place was that ma

Blog Post 3, Sprint 3

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 We just rapped up sprint 3 for Bedtime Climb, and so far things are still going smoothly. A new requirement that we have been given, and must me repeated now for every sprint, is creating a velocity chart. This entails writing down how many points we have completed over the past few sprints, and using a calculation to predict, using that data, when we would finish everything in our backlog. We currently have 110 points in our entire project, and have completed 35, 28, and 21 points over the respective sprints. Because of that, we only have 29 left, and our projected to finish the entire project by sprint 4. Of course I will be adding more cards to the backlog as we still need to be doing work during sprint 4 and 5. In the programming aspect of this sprint, we fell a little behind, hence why we only completed 21 points this sprint, while we're normally averaging 27. For what we have completed during sprint 3, was primarily 3 more levels. Level 3 was continued on from sprint 2 and f

Blog Post 2, Sprint 2

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      Sprint 2 for Bedtime Climb has just concluded! And I'm happy to say that overall things went quite smoothly. To briefly list the larger accomplishments we got done this sprint: Total completion of level 4 and block out of level 3, creation of our unique movement ability, and implementation of the Rising Danger concept. For the sake of efficiency and fear of over writing work, as a team we would only have one person working on a individual level at a time. Using this method for this sprint, we had Klyian focus primarily on scripts that would be used through out the game, such as the Dream Dash; and myself and Tony work on level design. The majority of work I was tasked with was surrounding level 4 and any mechanic tied directly to it. This ranged from heavily modifying the Rising Danger script built by the team to be able to work with more variables. Such as being able to set a customizable speed for the rising liquid, but also be able to have it accelerate through out the lev

Blog Post 1, Sprint 1

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 Hey! I'm the lead for Bedtime Climb, a 3D horizontal platformer. My team has just finished our first 2 week sprint for our project, and we are incredible happy with the progress we got done. To begin, let me give you a brief overview and summary of what type of game we are trying to make. I wanted to create a map that rotates around the player, with the player technical not being able to move on the X or Z access. Because of that, all the levels would need be resemble a long cylinder. I also needed to implement moving backgrounds and props to help sell the illusions that player is moving (instead of just being completely stationary, which he actually is). Every level would be a different "dream", and thus have a different theme. We are early in development but we currently have 5 levels planned, and have just completed the basics for the first 2 this sprint. That entailed me doing the modeling, all the rotation scripts, and making basic materials for the level. Below is