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Team Pink In: Ugly The Cat In: Missiles and Mayhem

Aaron Bush, Brian Egan, Chloe Evans, Dariel Ravelo-Ramos, Ian McFarlane, John Haley, James Zilberman

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Elevator Pitch

Ugly the Cat: Missile and Mayhem is a Loony Tunes inspired Multiplayer First Person Arena Shooter where players fire slow reloading cannons at each other to be the last ones standing.

Over time the game will get wackier as the character gain power ups to flip the game on it's head. Can you survive this slapstick carnage?!?!?

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Pre-Production and Prototyping

Went Well:

  • We went through prototyping relatively smoothly.

  • We found a prototype that was fun from the start

  • We found an easy way to make a common genre our own with art

Would Do Differently:

  • The methods and resources we used for pre-production were not really used during production as much as they could of

  • We probably could of tried out a bit more prototype ideas if we had planned batter

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Engine

Went Well:

  • Split-screen was simple and satisfying
  • Basic engine components were similar to PS4 and easy to set up
  • The Unity JSON loader worked well, and the PS5 JSON library was very helpful
  • Camera Bitmasks made me happy

  • Developing engine at the same time as the game

Would Do Differently

  • Developing engine at the same time as the game caused some issues
  • It took a good amount of time for the engine to reach a state it could be used
  • UI was not prioritized
  • Merge graphics into main gameplay sooner

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Physics and Transform Hierarchy

Went Well:

  • Physics works!

  • Transform hierarchy mostly works as long as you don’t look to closely

  • Attaching meshes and physics bodies works which is the cool important part

  • API is pretty clean!

  • Misc. unsung heroes of the engine:
    • Stable<T>
    • ResourceManager

Would Do Differently:

  • Don’t use segmented coordinates

  • Focus on raycasting before collision handlers

  • gen::opt<Transform> Get()

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Audio

Would do Differently:

  • Reach out for help sooner.
  • Set deadlines for progress

Went Well:

  • It all of the features we wanted completed by the end of the semester

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Gameplay

Went Well:

  • Things were done quickly and efficiently
  • Adapted quickly to changes in the engine
  • Parameterized combat
  • Powerups are fun
  • Rocket jumping :)

Would Do Differently:

  • Program movement differently to be less based on constantly setting velocity
  • Decided to implement powerups sooner so we could have more
  • Work more closely with the engine team

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Art

Went Well:

  • Very nice and simple art style that fit really well with this game concept

Would do differently:

  • Not taken italian

My boi clyde

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Overall

Went Well:

  • Very small scope from the beginning
  • Really all of pre-production
  • Communication among the team
  • Tasks were completed quickly

Would Do Differently:

  • Scope a little bigger?
  • Prioritize UI more

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