• Week 14: Final Week’s Wrap Up

    Here is our project trailer video: Here is our final presentation: Here are information we included for our post-mortem report: What went well: 1. Project Management and Production: Weekly Meetings, Weekly PowerPoint, Daily Standups: The Project Management process was very crucial to define a rhythm for this project. We engaged in a very formal process…

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  • Week 13: Museum Feature and Economy

    This week, we worked on museum features. We updated museum visitors, manager Evelyn, We also revised weapon damages and debugged for a smoother combat in the dungeon. Here are things that museum does: Game Hub – spend resources, upgrading. Allow player to make valuable choices: 1. Weapon to go to a harder dungeon? 2. Sell…

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  • Week 12: Playtest Result and Modification Plan

    Summary: This week’s goal is to modify our game based on the feedbacks we received from the playtest day, and produce an increment so we can test on Soft Opening.   Game Video:   Survey Results: As mentioned last week, one of the major question we wanted to ask is: how many features are clearly…

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  • Week 11: Prepare for Playtest Day

    Overview: This week’s main objective is to prepare a fully playable demo loop that we can use to test our game on Playtest Day.   Melee Enemy Animations: We added animations to our melee enemies to give them a bit more lives and dynamic to the game.   Map 2 Modification: We modified the structure…

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  • Week 10: Armor Modification, UI Update

    Armor Design Modification: Individual Item’s weight builds up, and the sum will be calculated into weight range. Light: High Mobility, no Armor Buff Medium: Small Armor Buff, Moderate Mobility Heavy: Big Armor Buff, Slow Mobility We also included the special armor set buffs, which works when you put a set of armors together:   UI…

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  • Week 9: Weapon Progression Update and Armor Progression

    Summary: This week our focus was updating the weapon progression based on subject expert feedback.   Weapon Progression Update: We modified our weapon class into these names below. It was originally Excellent, Rare, Epic, Legendary, and Mysterious. But the Epic and Legendary do not really show a sense of hierchy. We also added a few…

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  • Week 8: Weapon Progression

    Summary: This week, our focus were the items below.   Weapon Progression 5 Weapon Grade (Weapon Power Levels) Progression: Weapon Repair, Weapon Upgrade, Weapon Breakthrough, Elemental Awakening Player goes through 4 Stages of the game Excellent Weapon: Pure Stats (Only Attack Damage) Base Damage 10-20 Durability 20 No Attributes Excellent Weapon: Pure Stats (Only Attack…

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  • Week 7: Playtest and Halves

    Playtest This week, we run a playtest session with 3 Middle school students. Playtest Goal: Is the maneuver system intuitive? Is the dashing ability too overpowered? Does it feel good when you dash? Are there any abilities you want to see in the maneuver system. The students gave us some feedbacks, which alligned with our…

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  • Week 6: A Right Direction

    The New Narrative The player is an experienced Treasure Hunter who hunts artifacts in ancient dungeons, protected by ancient guardians.  The king established a museum to store these ancient artifacts and appointed a co-manager, Evelyn, to run the museum together with the hunter. The guardians in the ancient dungeons are defensive against those who step…

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  • Week 5: Target Audience, Art Update

    Target Audience This week, we defined our target audience     Art Update and References We also looked into more references on Pixel Style, First Person games. FPS Dungeon Explore A pixel look with Environment (Made in 3D, with 2D Texture, no normal map) 2D Pixel Monsters/people Museum A pixel look with Environment (Made in…

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