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Sprint 1 Summary

Heather Blakeway edited this page Sep 12, 2022 · 2 revisions

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Summary

  • For sprint 1 Team 1 was responsible for creating a ranged enemy that causes damage from a long range.
  • For sprint 2 Team 1 was responsible for creating a new ranged enemy, improving enemy AI and pathfinding and introducing enemy projectiles and low fidelity character animation.

Challenges

Pixel Sizes

In the first week of the sprint, there were challenges faced regarding the size of the pixel canvas for the enemy character. A middle ground was found through collaboration in the studio as too few pixels limited the detail of the enemy whereas too large of a canvas made it difficult for designers to proportion properly. This was resolved between all character teams.

Future Sprints

Sprint 2

Our designs and code were structured to be built on in Sprint 2. Some features that are not currently implemented but we would aim to expand on for sprint 2 include:

  • Direction animation for in electricity for ranged enemy
  • Design for a projectile from enemy
  • Code to allow the enemy to change directions
  • Code to allow the enemy to do damage through projectile

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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