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TeamGGGL_Evoslash_readme.txt
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TeamGGGL_Evoslash_readme.txt
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Team GGGL Alpha Demo
====================
1. Start Scene File: Assets/Scenes/MenuScene
2. How to play /what parts of the level to observe technology requirements
- Movement: W,A.S,D and/or Up,Down, Left, Right arrows
- Attack: Left mouse click
- Pause: Escape
3. Problem Areas:
- Yet to implement core gameplay features:
- player and enemy damage system
- experience gains from killing enemies
- gameplay balance
- special buffs gained from picking up powerup orbs
- Clipping issues with the Avatar
- Merging enemies model and enemy ai to current branch
- Enhancing environment with physics objects and additional environmental objectives
- Adding another weapon, skills, or more player movement such as jump
4. Manifest:
Andrew
------
- Worked on: Enemy asset, enemy AI, NavMesh implementation, spawner conciliation with new enemy assets/AI systems.
- Assets: Enemy, Spawners, NavMesh
- Scripts:
- Assets/Scripts/Zombie.cs
- Assets/Scripts/ZombieSpawner.cs
Gordon
------
- Worked on: Player IK controls,movement and Katana implementation
- Assets:
- Player IK controls and movement fluidity with Katana
- Katana positioning relative to Player Animator
- Scripts:
- Assets/Scripts/PlayerSword.cs
- Assets/Scripts/Sword.cs
Jin
---
- Worked on: player input system and player actors for movement and using weapon including animation, game manager for player activation, camera work with cinemachine, level arts
- Assets
- Katana prefab and swing animation
- Player model and animations with IK for basic movement and attack motions
- Main camera with virtual camera for camera work
- Zombie Spawner and zombie
- Map design and particle system for fire effects
- Baked lighting effects and shadow effects
- Scripts
- Assets/Scripts/GameManager.cs
- Assets/Scripts/PlayerInput.cs
- Assets/Scripts/PlayerMovement.cs
- Assets/Scripts/PlayerSword.cs
- Assets/Scripts/Sword.cs
- Assets/Scripts/Zombie.cs
- Assets/Scripts/ZombieSpawner.cs
Joseph
------
- Worked on: User interface design (in Figma) and implementation, and core gameplay loop mechanics (waves, breaks between waves, & victory condition)
- Assets:
- Main menu scene & UI (main screen and credits screen)
- Pause menu UI & end game screen UI
- In-game UI & icons (plus, diamond, and EXP)
- Post processing presets & menu screen blur
- Imported various Roboto font weights (in Assets/Fonts)
- Scripts:
- Assets/Scripts/EndGameScreen.cs
- Assets/Scripts/GameManager.cs
- Assets/Scripts/InGameUI.cs
- Assets/Scripts/MainMenu.cs
- Assets/Scripts/MenuScreenBlur.cs
- Assets/Scripts/PauseMenu.cs
- (minor edits) Assets/Scripts/ZombieSpawner.cs
Leo:
----
- Worked on:
- Weapon design, effects, and animation
- Powerup design and system
- Music and sound effects
- Assets:
- KatanaParent / Katana_LODA
- Background Music
- Powerup
- Scripts:
- Assets/Scripts/PlayerSword.cs
- Assets/Scripts/Powerup.cs