Sword & Shield
GAME ENGINE:
Unity
CODING LANGUAGE:
C# - Coded in Visual Studio
ROLE IN GROUP:
Lead Programmer
GAME CONCEPT:
Sword & Shield is a 3rd Person fantasy, action, puzzle game. In Sword & Shield, the player controls two different characters. One character has a sword and can only attack enemies. While the other character has a shield, and can only defend against enemies. In the game, the player needs to switch between each character to attack and defend against enemies, and solve to puzzles.
GAME PRODUCTION:
The game was created for the 'Westminster University 2019 Games Jam' and theme was 'Collaboration/Collusion'. For the first few hours, we brainstormed our ideas as a team until we had an idea we all liked. After this, we created a quick design document so we all know what needs to be done, and decide on what areas each of us was working on. On the next day, we all started working on the main mechanics of the game; by the afternoon we had finished off most of basic mechanics of the game, and by the end of the day we had a fully working prototype. On the final day, we spent most of it polishing up the game and play testing it. In the future, as a group we are planning on explanding this game into a full game.
PROBLEMS OVERCAME:
We didn't really face any major problems during the development of this game
WHAT I DID:
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I was also Lead Programmer, this meant that I created the main mechanics of the game which was the movement system. Furthermore, as Lead Programmer, I helped the other programmers in the group and made sure that they knew what they were doing and did not get stuck at all.
GAME ENGINE:
Unity
CODING LANGUAGE:
C# - Coded in Visual Studio
DOWNLOADS:
ROLE IN GROUP:
Team Leader And Lead Programmer
GAME CONCEPT:
Two Hackers, Player 1 and Player 2 are competing to disconnect the server. This is done by the players passing over nodes, and changing it to their colour. The game is won when one of the players have changed all of the nodes to their colour, or who has the most nodes if the time runs out.
GAME PRODUCTION:
This game was created over the course of two days for the Westminster University Games Jam, with the theme being Disconnection. The game was successful, as it went on to win the 'Best Noob Game' award which is an award given to the best game created by first-year students.
Over the course of two days, we thought of the idea we wanted to create and we had a rough prototype of the game by the end of the first day; halfway through the second day we finished off most aspects of the game and we began to polish the game for the last half of the game.
PROBLEMS OVERCAME:
Over the course of developing the game we faced many problems, which caused us to change how some aspects of the game worked, such as: the original movement controls were not accurate which lead to the player missing junction in the map which allowed the player to travel in different directions, or the player missing the nodes entirely. We improved the movement system by changing it to that the player would travel along a rail, and stop when at junctions. This improved it greatly because it made sure that the user would go over the node properly, and it allowed the user to change direction much more easily.
Once we the main mechanics of the game, we always had two people playing and testing the game to see if they could break it and find any bugs. This was a massive help because it found all of the major and minor bugs of the game, which lead to our game performing much better.
WHAT I DID:
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Team Leader: assigning roles to different members of the group and making sure that we were on track since we had to complete the game within a set amount of time.
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Lead Programmer: coded the player movement, menu controls, and main gameplay mechanics
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Play tested the game to find bugs and to see if the game mechanics were working as intended.
GAME ENGINE:
Unity
CODING LANGUAGE:
C# - Coded in Visual Studio
ROLE IN GROUP:
Group Leader & Lead Programmer
DOWNLOADS:
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THE GAME - Global Games Jam
GAME CONCEPT:
Ascend is a 2D platformer game in 3D perspective created, designed, and developed by Meep Production. Ascend is about a young boy aged 7 who is experiencing a nightmare but has no idea that he is in a dream. His mission is to escape his fears by traversing platforms. Once he has reached the top, he escapes his nightmare and a cut scene starts showing him sleeping and his music box playing. The message of the game is that home is where we feel safe. Even inside in our own home, we can still have nightmares, the main character finds through music a way through his nightmares.
GAME PRODUCTION:
This game was created for the 48 hour 2019 Global Games Jam, with the theme being 'What home means to you'. Since we started on Friday and we had until Sunday, so we spent most of the Friday thinking of an idea, writing a design document and creating a rough prototype. On Saturday, we spent most of the day taking the prototype and improving on it, creating the main level, creating assets and so on. By the end of Saturday, we had finished off most of the game and the only things we had left to do was implement the animations for the main character, and add in the final cutscene which did on Sunday. On Sunday, we added in the last aspects, made a quick build of the game to check if it's working all correctly. After doing this we created the game jam page, continued to polish the game further and around 3:30 pm we uploaded the game to the Global Game Jam website.
PROBLEMS OVERCAME:
The only time we had a problem was on Friday because we were struggling to think up of an idea that was unique, easy to make within the time we had, and that it fitted with the theme. After a few hours, we thought up of this idea for a game and as a group we all loved it and got to working on it straight away.
WHAT I DID:
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As Group Leader, I was responsible for making a project plan and making sure that everyone knew what they were doing.
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I was also Lead Programmer, this meant that I created the main mechanics of the game which was the movement system. Furthermore, as Lead Programmer, I helped the other programmers in the group and made sure that they knew what they were doing and did not get stuck at all.
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Finally, I was also responsible for making the final build of the game.
GAME ENGINE:
Unity
CODING LANGUAGE:
C# - Coded in Visual Studio
ROLE IN GROUP:
Lead Programmer & Team Leader
DOWNLOADS:
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THE GAME - Itch.io
GAME CONCEPT:
A Green Debate is a game where you, the player has to debate a climate change denier and prove to them that climate change is real. Throughout the whole game you have to respond to the denier's questions, and depending on how you answer them you will get a different response. For example, if you insult them they are less likely to believe you but if you are nice and respectful, then they are much more inclined believe you. Overall, this has four different endings and each ending is determined by how you answer the questions.
GAME PRODUCTION:
The game was created for the 'UKIE Green Game Jam' and theme was about 'Climate Change/Sustainability'. Before the jam started, we brainstormed a few ideas as a team until we had an idea we all liked. The reason why we went with this idea because it's unique and and felt that not many people were going to approach the game jam this way.
After this, we created a quick design document so we all know what needs to be done, and decide on what areas each of us was working on. On the next day, I started to work on the main mechanics of the game which was designing the dialogue system, while other worked on creating the level, writing the narrative, creating menus, modelling characters etc. By the end of the first day, our game could be played through from start to finish. On the final day, we spent most of it polishing up the game, inserting the final models and adding in sound. Overall, we managed to finish and publish the game with two hours to spare.
PROBLEMS OVERCAME:
The only problem we had was at the beginning when thinking up of ideas because our original ideas were to similar to others and would not make the game stand out. However, this helped in the long run because we thought of an original idea where you debate a climate change denier.
WHAT I DID:
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As Team Leader, I was responsible for assigning each group member's tasks, helping them if they needed help, making sure they stayed on task, etc.
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Also, as Team Leader I was responsible for communicating with our Mentor and keeping them up-to-date with everything going on. Moreover, I was responsible for submitting the game to Itch.io.
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I was also Lead Programmer, this meant that I created the main mechanics of the game which was the narrative system. Furthermore, as Lead Programmer, I helped the other programmers in the group and made sure that they knew what they were doing and did not get stuck at all.
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I was also responsible for putting together what everyone made into one project and making the final build.