Blog 1-Game overview&working plan
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Since the game has been done and this is a flashback blog post, I had to think what I went through the first week of our game-making. I decided to talk bit about the game Umibozu itself and how we planed and divided the work based on different roles in the team. For course Game design 2: Game development, each team was assignment the task that to pick a game concept which was created in Game design 1 course, and develop the chosen concept into a real shoot’em up game in two months. Surprisingly everyone in my team picked Umibozu as the game they wanted to develop for this course, so it was a quick decision to make without any disagreement. The concept Umibozu had a great visual art style which possibly was the reason that made this concept so appealing.(there were 6 other groups chose the same concept ) Also the game play and mechanics seemed pretty clear and simple which is not so difficult for the programmers who are still in their first year to make. The game is based of the Japanese folklore story about an entity called Umibōzu, a creature that roams in the sea and destroys ships and eats the crew. Your role in the game is to travel through the sea while fending off sea creatures that try to destroy the boat you are travelling on, but you can destroy them by shining the light on them to find out what they are and then kill them. Your goal as the fisherman is to find a lost person and save them from this mysterious monster and then flee because you realize out that it is to strong and you are not willing to risk your life to find out more. We have 6 members in our team which are 1 designer, 1 project manager, 2 artists and 2 programmers. Mija, our PM would take the responsibility to arrange every meetings and coordinate the relations between each member that making sure we were having a good working atmosphere. Tomas as the designer would take control of design document writing Marie as the artist chose to design the boat and background of the game for the first week. I was responsible for the enemy sprites design. Samuel as the programmer choose to take the sound part while another programmer Emile was responsible for the prototype in our first week. We decided that we would have sprint plan every Monday and sprint review every Friday. The everyday stand-up was also required as a part of scrum, however, we could not 100% meet the requirement since everyone in the team has very different schedules. We used Slack as the communication tool instead when we could not meet in person. The first week went quite smooth and everyone has finished what we planed for the first sprint plan. |