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Sprint 2 Summary
Heather Blakeway edited this page Sep 13, 2022
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- For sprint 2 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.
Creating a realistic animation with little frames to minimize code complexity was challenging on the design side. These difficulties were resolved by watching Youtube tutorials and completing many iterations of the design.
After conducting a survey of a ninja starfish, we realised that we had to make the enemy more isometric. It was difficult to design one but after doing several researches and watching 3D drawing tutorial, we finally designed two new versions of starfish. These two high fidelity prototype did look more isometric compared to the one in medium fidelity prototype.
Our designs and code were structured to be built on Sprint 3. Some features that are not currently implemented but we would aim to expand on for sprint 3 include:
- Starfish isometric look validation
- 4 Direction animation for starfish enemy
- Starfish projectile user testing and high fidelity prototype
- Code to allow the enemies to change directions with body animations
- Projectile animations
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