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SoarKickOff2

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  Soar Kickoff 2 Kicking off sprint 2 I assigned the group the tasks that they needed to complete for the two weeks that we had. I assigned myself with the UI of handling the main menu, pause menu, and the game over screen. The first thing that I tackled was the main menu screen so when people get to playtest the game they will be greeted with a screen with the name of our game, and buttons to either play, go to controls, or to quit.   I wanted the main menu to have a background to be something close to our game's gameplay, so I chose the mountains with chasms. During gameplay the player will be flying through chasms being met with challenges and being able to fly above and enjoy the view of the sky. I provided the player the option to look at the controls to have a clue on how the player controls work before going straight into the game. I provided pictures for the player with text explaining what each button shown on screen does. After I got the main menu down, I went to the...

Soar Kickoff 1

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  Soar In the first kickoff of the game Soar didn't start off at the time that we wanted. We were delayed 4 days after kick off started. We created the github and unity project to have the official kickoff with all tasks assigned by me as the producer of the team. The first level that I created was without the guide of the lead designer, but he gave an idea on how he wanted it. I went into unity and tried creating the level, running into issues that the pieces were too big for the world and having the world lag due to there being too many big items, and it will bug out to the point delaying the making of the level. I showed the lead designer and he told me to switch it up due to it not being playable. The lead designer and I worked on the level but he gave me an example of building a level based on the height of a square. I made walls both being size 50 on the Y scale having it look like a massive wall but in game it looked perfect without being too tall or short.    Then...

CAGD 170

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  CAGD 170 Video Game Design  Group 17 - " Solo Sort " The Game Solo Sort brings enjoyment to the players of the card game bringing new twists to solitaire. Solo Sort makes players chose a card before they place because of its differences in the game then the original.  Our target audience includes casual gamers and puzzle enthusiasts who enjoy strategy and problem-solving. This game particularly appeals to Explorer Players : Those who like to discover new mechanics and adapt their strategies. Achievement Hunters : Players motivated by goals and rewards, eager to master the game. The interaction pattern is primarily solo, allowing players to engage at their own pace while also offering opportunities for sharing strategies and accomplishments within gaming communities. Solo Sort captivates players by introducing fresh mechanics and variations to a familiar format. The use of jokers as wild cards adds an element of unpredictability and strategic depth. Players can en...