Proof of Concept 4: Dev Log

February 9, 2017

To start off, this Proof of Concept has no name. The team wanted to create a game that we could definitely move forward with so decided to go with something a little more tradition, yet definitely expandable. The original pitch for the game was a management sim where you played as a person creating a town. Building certain facilities attracted different people to the town and once enough people lived there, they began interacting on their own with one another. To put simply, it’s about simple and orderly player to game interaction, and then complex and chaotic game to game interaction. There was also planned platformer mechanics, but that has yet to be developed.

 

My responsibilities for this were the player to game interaction, more specifically, the character controller. Now, in order to save time and resources, I reused a character controller that a team mate had that was made for a simple 2d platformer. This saved a lot of time and it was easy to add functionality on top of it so that it could interact in more ways. Secondly I developed the attack and enemies. As I wasn’t in charge of the main system or the project where all of our work was implemented, I had to ensure that my work could slot in as easily as possible. I made an interface to handle everything that could attack and structured it in a way that could be put on what it needed to be put on and would work immediately after adjusting some public variables. I took this concept a step further by implementing health bars in the same way. I wanted to export a package to hand off and whoever imported it would have to do nothing to get it to work. I did this by getting a reference to the prefab through script rather than by dragging it through Unity. Basically, I made a health bar prefab and the health script instantiated it through getting it from the assets folder rather than a direct reference through some other means. This worked out as intended and saved a lot of time.

 

To discuss the design of this game would be a harder task than it has previously been as it was such a bigger scope making it hard to discuss what it is and what it could be. Right now, we have a very, very thin slice of our systems in place and whatever planned interactions we want to put in so to speak, this will be about more of what it could be than what it is. But overall, I feel this game has a lot more potential than any other Proof of Concept I’ve worked on thus far. It is expandable both content wise and feature wise, as we had planned a lot for this game at the start. The main challenge would lie in making sure that we’re able to implement everything. The issue that we had during the concept’s development was that multiple people doing the AI caused its development to be slowed down immensely since there were problems following the same routines and practices. We believe that by dedicating one person to AI and distributing the rest of the roles out, it would be a much more smooth process.

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