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
Minutes: February 14th 2012 Meeting
-Saturday: 12pm to 10pm
Global spells:
-click on Quantum Nebulator to use spells?
-one menu comes up for global spells
-spell ideas?
Tasks:
-User preferences and settings (persisting/loading)
-Instructions written down
-Place holder art
-make sure the images are sized using bases of 2 (e.g. 32 by 32)
-High scores (setting and saving)
-In game HUD (Heads Up Display): top
-In game HUD (Heads Up Display): side
-Tower AI
-sound effects (basic sounds)
-assessment of what sound effects are required
-cut scenes in between levels (text and images)
-assessment of what is needed (storyboard/script)
-use design specification to write script
-on collision particle effects
-collision implemenation
-radial attack (affects all creeps)
-"bullet" and creep interaction
-SPRITES
-resource management (how to spend and get resources to spend on towers)
-build phase
-battle phase
-global spells
-what are they?
-design doc maintenance
-keeping N Sync with what's going on
-quantum nebulator
-level controller/creep controller
Beta:
-random portals on map
Feeback from Shailen:
-Google docs isn't very good looking -> next time use Word
-Design Spec: 15/15
-can creeps move through diagonal spaces?
-We say no. It's 4 directional movement
-cut scenes are not important (only if you have time)
-having levels is more important than having cut scenes
-Project Plan: 10/10
-hours are unevenly distributed
-more hours will happen towards the end of the semester
-Concept Demo: 8/10
-nicely done, but should include all game mechanics of game
-more explanation was necessary
-lots of game mechanics were not present
-Implementation Plan: 15/15
-nice job
-everyone had tasks and was broken well done
-Formatting: 8/10
-was good, but could have been better
-some unecessary things
-Readability: 15/15
-nice
Shailen:
-never write something unless you have to
-reuse code if you can
-never write collision detection
Risks Associated With Agile Development
One of the first risks one might think of is the risk of changing a project too much after the design phase. An agile approach allows programmers to go back to previous stages and rethink what they are programming. But taken to an extreme, a programmer might conceivably write a program and realize half way through that there is a better design. The risk here is if the programmer redesigns the software completely and then starts implementing it again. Furthermore, there is no guarantee that the second time through won't shed light on an even better design for the program. Thus the software developer could be stuck in a cycle of redesigning.
A second risk is the strategy of "ready, fire, aim" that becomes tempting when using an agile model. A software developer may just begin coding with no design and then make a design based on what they have coded later. While this certainly could work for some people and in some situations, generally it is a smart idea to make at least a bit of a plan before coding (especially in large software projects).
A third risk of agile development is the lack of a clear authority in decision making. If there is a dispute in the team about how something should be designed, tested, or implemented, a lot of time could be wasted talking about what should be done instead of just doing it. This is contrary to a sturdy method where developers simply need to follow instructions from a central authority that tells them what to do and when.
Agile versus Sturdy Methodology in Game Development
How our team is using Agile methods
Tuesday, 7 February 2012
Minutes: February 7, 2012 Meeting
Sunday, 5 February 2012
Git and GitHub: Introduction, setup, and our workflow
Friday, 3 February 2012
Major Deliverable Level 2 Complete!
The Design Specifications can be found here and the Project Plan is over here. Carmine's concept demo can be downloaded here (Change the file extension from .cpsc to .exe and run it).
Here are some teasers:
Storyboard 1 by Aaron

Concept Art by Kevin

Screenshot of the Concept Demo made by Carmine

Game Mockup made by Sam