CAGD 377 - Sprint 6

CAGD 377 - Sprint 6

Development Process

The development process during this sprint went smoothly. We were able to complete a decent amount of cards and the game is now almost fully feature-complete minus one or two small things. Most of the work this sprint will be art, sound effects, music, and general polish. No more major systems will be introduced due to the nature of this final sprint.

Problems/Solutions

One of the problems we encountered was a small bug during beta testing that we were able to hot fix during the testing process. Other than that, we didn't run into too many problems. There were a few small things with the UI that were misaligned due to not being anchored correctly, but that was also fixed in the most recently published version of our game.

Sprint Kickoff

This sprint kickoff we focused on getting a lot of the item functionality done, getting enemies modeled and textured, and implementing UI elements. In this regard, we were successful this sprint.

Work Completed

For this sprint, I worked on mostly UI elements. I started off working on the graphics that would pop up at the end of a run.

Mineral Icons

These would appear when the player runs out of turns and serve to let the player know how much of each mineral they collected. It also shows them how many credits they've earned from these minerals. The next thing I worked on was the options screen.
Options Screen

The functionality behind the buttons was done by our programmer, so I was in charge of hooking those functions up to the buttons I made in the prior sprint. This also extended to the new main menu screen that I made as well as the upgrades screen.
Menu Implementation

For the upgrades screen, I made it so that when you select one of the stats or tools panels it hides the other. This makes it so that there are two tabs for the player to select from without one overlapping the other. The menu screen itself I worked on in photoshop. I tried to tie together the theme by making it so the buttons, other than the play and credits button, acted as screens inside the spaceship. I also worked on the blocks that will populate the second planet.
Posto-2 Blocks (Above) and Planet Core Block (Below)

The planet core block will act as a transportation method to the top of the next planet. When the player breaks it, they will be taken to the start of the next planet. The player will reset to the first planet whenever they fail next. Our programmer will implement this functionality next sprint. The new blocks can be implemented using the same generation system for our first planet.

Work Completed by Others

Some of the work completed by our programmer includes particle effect implementation, getting the new blocks to work in the level, implementing haptic feedback as well as being able to toggle it, having enemies be affected by obstacles like sand and lava, implementing the functionality of four different items, and having all items in the shop be purchasable.

Some of the work completed by our designer includes modeling one of our enemies and working on the skybox/background.

Some of the work completed by our modeler includes creating models and texturing almost all of the enemies within our game. These turned out really well and the team can't wait to see them animated and in-game next sprint.

Current Work

What I'm currently working on is a "how to play section" as this would dispel any of the confusion on what the player's primary goal is and how to achieve it.

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