CPSC 319 Team 5
Sunday, 11 March 2012
Minutes: March 8, 2012 Meeting
-better communication on the last Friday
-having coins appear at random to get more chronite
-coins increase in value the longer they are on the screen
-creeps drop bomb sometimes, tap bomb to diffuse it otherwise it blows up towers around it
-chance a creep will drop something: chronite or <insert crazy name> bomb here
-bomb destroys one surrounding tower
->makes space unbuildable?
->set amount of time before you can build on it again
-map design
->blocked tiles
-tower types
-upgrades
-sell towers
-bridge from one tile to another
-ART WORK
-Global Spells
-slow
-nuke
-rapid fire clicking
-speed up tower fire rate
-Tower power-ups:
Damage
/
AOE1 - Effect (slow)
/
Starter - SF1 - Fire Rate
\ \ Range
AA1 - Damage
Minutes: March 6, 2012 Meeting
-level design -> can't place towers EVERYWHERE on screen
-maybe change the portal after a certain amount of time
-something where the user will have to do something more creative
-this will bring the game up farther than others
-art needed
-additional game mechanic in terms of tower creation*** <- super important
-maybe a creep that makes certain spots unbuildable and destroys towers as it walks
-time to build a tower?
-makes towers that are stronger take more resources and take more time to upgrade
-different tower types
-describe tower types
-put some tiles where creeps can more faster/slower in
-need to be able to keep user attracted to game for a while, not just a short period
-balance the game to make things challenging
-slow creeps down, make them harder to kill
-instead of killing creeps to get chronite, have some other way of getting resources
->force them to do something else to get resources
->resource collection should be part of the user's jobs
->maybe creeps drop chronite and you need to click on it
->if you don't touch the chronite in time, another creep can pick it up and get stronger. And after that if you kill that one you get even more chronite (it's a risk!)
-don't shoot down ideas when brainstorming
-after the brain storm is over, discuss the usefulness of ideas
-need to balance out the game flow
-after Beta release, you can't change things unless they are in the design doc
-river!
-waterfall!
-currents!
-canoe! (portage)
Tuesday, 28 February 2012
Minutes: February 28, 2012 Meeting
-make alpha fun somehow
-just mechanics is not quite enough
-mechanics should work together to be fun
-example: you run out of resources, so you can't keep building towers
-challenge is needed
-1 creep type and 1 tower type is okay
-should be able to play the game for 5 minutes and have fun
-game shouldn't be totally difficult from the get-go
-if the game is easy, it doesn't mean it's fun
-user should get rewarded after achieving something
-not just an interactive demo; this is an actual game
-put text at the beginning just to establish the story a little
-put instructions in there on how to play as well (before the game starts)
To deliver:
-executable file
-have demo ready for Tuesday
In-Class Presentation:
-spend maybe 1 minute talking about hardships you faced and what the game is
-spend the next 3 minutes playing it and showing the game being played
IDEA TO ADD CHALLENGE:
-"research" for better technology (like WarCraft, StarCraft)
-then you can build newer and better towers
FUN:
Shailen:
-play Plants vs Zombies and look why that's fun
-make tower building and resources scarce
-tower building and resource limits
ROB*-multiple creeps on screen
BRANDON*-flying creeps
ROB*-balance for wave spawning (more challenge as game goes on)
-tower destruction? (temporary)
-high risk
KEVIN*-tower upgrades
CARMINE*-click tower and press upgrade (sideHUD)
CARMINE*-make sprites for tower buttons
AARON*-creeps walk around towers (creep pathing on tower creation)
KEVIN*-global spells
-time slow
-select quantum nebulator
*-Quantum Nebulator charge is decremented when creep collides
-start at 100, decrement by 5 for each creep
CARMINE*-test
SAM*-high scores
-number of waves survived
CARMINE*-better sprites
-special tiles
-acheivements
SAM*-game intro
NOT FUN:
BRANDON*-design document
AARON*-cable to show game (or some other method)
AARON-reduce zoom
Monday, 27 February 2012
Agile development risks
Agile Development: Towers, creeps, and many beeps
Sunday, 26 February 2012
Agile vs. Sturdy Development
Agile refers to a strategy of using short development cycles and continuous feedback from stakeholders to improve upon future iterations. Developers will design, write, and test code in a small amount of time (compared to Sturdy development) and then identify any issues before repeating the process and improving on the previous cycle.
What is Sturdy Development?
Sturdy refers to the practice of identifying project requirements and creating an elaborate design plan prior to any development. A significant amount of effort is put into this plan to define clear requirements and avoid future changes which can be costly. Sturdy development projects usually have static requirements that do not change much. Developers follow the plan as best they can, and when changes to the requirements need to be made, the design plan needs to be reevaluated and updated with the developers new time and cost estimates.
How they differ
Agile is usually used when project requirements are dynamic and constantly changing. Sturdy favours static requirements.
Smaller teams tend to use Agile because it's easier to communicate with one another and get feedback. In larger teams, where communication can be infrequent, a shared and detailed design plan can set requirements in stone and preempt any changes that might need to be addressed.
Both methods use design plans, but Agile users spend less time trying to get it right the first time, and instead, update it over time. Sturdy users spend more initial effort on the plan to avoid future changes.
Minutes: February 16, 2012 Meeting
-sand
-lava
-grass?
Survival:
-wide open
-plain map
-should be a decent size
-monsters get more health
-quanity of creeps increases as game progresses
-edge of map is usable but has visual cue to indicate that it is the edge
Battle/Build:
-beginning build phase
-then battle happens when indicated
-waves keep coming
-can keep building while game is going on
Creeps:
-creeps that destroy towers on destruction? -nice to have
-explosion could not destroy towers but instead down-grade tower
-creeps that can accelerate when there is a straight away? -nice to have
HUD:
-semi-translucent on top
-when laying tower, side HUD comes up (also semi-translucent)
-when selecting Quantum Nebulator, side HUD comes up (also semi-translucent)
Overall note:
-when adding features, ask yourself whether it’s making the game fun
Next meeting: Starbucks @ Cambie & Broadway
Tuesday, February 21
Core creep types:
- fast, low hp
- flying
- heavy armour and slow
- normal/basic
- boss editions of each