1
Project Documentation for:
Last updated:
Version:
4.6.4
31/8/2020
Project members:
Lim Si Ying - Team Lead
Rayan Tan - Art Lead
Darren Toh - Programming Lead
Escabas Joyce Baldos - Artist
Nur Haida Binti Hairi - Artist
Ashley Ling Si En - Artist
2
Last updated:
Version:
2.20
5/5/2020
Pitch:
Alpha:
Last updated:
Version:
2.5.4
4/6/2020
3
Milestone:
Beta:
Last updated:
Version:
3.2.4
6/8/2020
Last updated:
Version:
2.5.4
2/7/2020
4
CONTENT
CONTENT
Item | Page | |
Concept | | |
| Introduction | 5 |
| Description | 6 |
| Early Gameplay | 7-10 |
| Genre | 11 |
| Key features | 12-14 |
| Platform | 15 |
| Concept art | 16-24 |
Research | | |
| Target market | 25 |
| Existing games | 26,28 |
| Feature comparison | 27,29 |
Story | | |
| Characters' profile | 30-32 |
| Prologue | 33 |
| Main story | 34 |
| Ending | 35 |
Mechanics | | |
| Main mechanics | 37-41 |
| Sub mechanics | 42-44 |
| Attributes and stats | 45-46 |
| Calculations | 47 |
Item | Page | |
Level design | | |
| Level descriptions | 48 |
| Tutorial Level layout 49-56 | |
| Level 1 layout | 57-59 |
| Level 2 layout | 60-63 |
User interface | | |
| Flow diagram | 56 |
| Logo screen(s) | 64 |
| Title screen | 65-70 |
| Credit screen | 73-74 |
| Gameplay UI | 75-79 |
| Pause Screen | 80-83 |
| Victory screens | 84 |
| Gameover screen | 85 |
Art direction | | |
| Character art | 86-122 |
| Environment art | 123-134 |
| props art | 135-143 |
Sound & music | | |
| Sound effects | 144-145 |
| Background music | 146-147 |
| Feedback from Beta | 148-150 |
Versioning history | 151-164 |
5
INTRODUCTION
6
DESCRIPTION
Beta gameplay
7
EARLY GAMEPLAY (PITCH)
Taken from our game in Pitch stage
8
EARLY GAMEPLAY (ALPHA)
Taken from our game in Alpha stage
From here, we started to integrate the art, the readjustments of the mechanics, movesets, and the implementation of level design.
9
UPDATED GAMEPLAY (MILESTONE)
Taken from our game in Milestone stage
For Milestone, we only went through a live gameplay through Zoom call with the lecturers.
Gameplay-wise, there is not much changes aside from tweaks and adjustments to mechanics, and addition of features such as parallax scrolling to backgrounds, and animations to accompany. We also tweaked some parts of level design.
However, for the art side, there are a couple more changes to the art style, the beginning stages of the rendering of props, and animations of our character, Alessio.
Character’s shape becomes more bubbly, lesser sharp edges, more saturation to paint that Alessio’s a good person.
Some props rendered, referencing the game Minoria’s painting-like art style.
10
UPDATED GAMEPLAY (BETA-GOLD)
Taken from our game in Beta stage
For Beta, we introduced all the stages in the entire game.
There will be a total of 5 stages in the entire game. Tutorial, Level 1, Level 2, Level 3, and the Boss Stage.
Tutorial and Level 1 will be more linear in terms of level design, while Level 2 and 3 are more metroidvania-style, encouraging exploration.
We added more audio to accompany our character in his journey, hoping the player will feel the tension as he journeys through the stages.
Alongside even more rendering of props and props design, there were a couple of changes to UI as well for reiteration of controls if players need a recap, sensitivity of finger swipes.
11
GENRE
12
UPDATED KEY FEATURES
page
13
UPDATED KEY FEATURES
Taken from Pitch
Taken from Beta
We reintegrated the rage meter from top right from Pitch to the middle-bottom of the screen for the final product.
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14
PREVIOUS KEY FEATURES, BUT SCRAPPED
We also originally wanted to integrate a Shop system in every respawn point that our character encounters, but we decided to scrap that as it might make our game more complicated as it is.
Also, narrative options/NPC dialogue that we wanted to include to test the players’ morals were also scrapped because of the same reasons.
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15
PLATFORM
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16
CONCEPT ART - STYLE GUIDE
Character Art Style
(Sky: Children of The Light)
Environment Art Style
(Minoria)
Taken from Pitch stage
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17
CONCEPT ART - CHARACTER DESIGN
Taken from Pitch stage
page
18
CONCEPT ART - CHARACTER DESIGN
Taken from Pitch stage
page
19
CONCEPT ART - CHARACTER DESIGN
Taken from Pitch stage
page
20
CONCEPT ART - CHARACTER DESIGN
Taken from Pitch stage
page
21
CONCEPT ART - ENVIRONMENT
Taken from Pitch stage
page
22
CONCEPT ART - ENVIRONMENT
CONCEPT ART - ENVIRONMENT
Taken from Pitch stage
page
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CONCEPT ART - ENVIRONMENT
CONCEPT ART - ENVIRONMENT
Taken from Pitch stage
page
24
CONCEPT ART - ENVIRONMENT
CONCEPT ART - ENVIRONMENT
Taken from Pitch stage
page
25
TARGET MARKET/PERSONA
Name | Thomas Chang |
Gender | Male |
Age | 17 |
Occupation | Poly Student |
Location | Singapore |
Pain Points/Frustrations |
|
Likes/Interests | Games, having leisure time, food |
Goals/Aspirations |
|
Needs & Expectations |
|
Game-Type Preferences | Seeking adventure, Tower Defense, Card games, Action Games |
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EXISTING GAMES
Strengths:
Weaknesses:
page
27
FEATURE COMPARISON
Features | Minoria | Condottieri |
Gameplay |
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Enemies |
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Environment |
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FEATURE COMPARISON
page
28
EXISTING GAMES
Strengths:
Weaknesses:
EXISTING GAMES
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29
FEATURE COMPARISON
Features | Reaper | Condottieri |
Gameplay |
|
|
Upgrading System |
|
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Storyline |
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30
CHARACTERS’ PROFILE
The Playable Character
Name: Giovanni
Age: 24
Occupation: Elite Mercenary (Condottieri)
Backstory: Born in 1340 and raised in a poor italian family who couldn't sustain themselves later during the black death, he was dragged away, isolated and enlisted as a soldier, leaving his family to die. At the time, he was about 12, starving and barely had any will left. The army sheltered him, gave him food and water, in turn of course to train as a military aide or squire. Eventually, as more time passed on and the black death had finally ended, he pledged to become a mercenary. His loyalties were still with the people who had sheltered him and given him warmth, despite the intense training given to him as a child. In 1364, he was then called by the King, who ordered contracted mercenaries to lead armies as a new plague had arisen in the Genoese Colony of Caffa in Crimea. Considering he had prior combat experience and was a natural fighter, he took off with the incentive of money, as he wanted to improve his livelihood, coming from a poor family. He was then dubbed a condottieri.
The Playable Character
Name: Alessio (Defender/Protector of mankind)
Age: 19
Occupation: Mercenary
Backstory: � Born to a Family of peasant parents, Alessio was orphaned at a young age as Purgatorio was torn apart by a bloody civil war. He soon found his new family in the arms of the Mercenary Company, the Arditi, that wandered the lands looking for work.��
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31
Enemy 1
Enemy 2
Weapon: Throwing stones/rocks
CHARACTERS’ PROFILE
The weapon needs to be smth reasonable unless its just barehanded attack cause it’s not like they magically generate a weapon
how did the peasants get a sword
not all might have enough for entire families
for ranged i was thinking that they pick up rocks and stones and throw them at the player/slingshot i guess
wait ah go to the other slide and check the items
ENEMIES’ PROFILE
Enemy 1
The enemies were normal peasants who are infected by a disease, turning them into feral beasts.
Without much humanity left, and without a profound cure, they would attack the player without remorse.
Enemy 2
Weapon: Throwing stones/rocks
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32
Boss
CHARACTERS’ PROFILE
from the words “unstable element” if could be an existing element that was made unstable through a failed experiment which became a catalyst turning that element into a boss which is radioactive and emitting an aura which slowly infects the people there but slow enough not to be noticeable until present time in the game, so that it would not mean that it’s highly contagious so maybe ~2 weeks/1 week to fully infect a person successfully
i guess after killing the citizens only then the boss reveals itself because it feeds off of the infected’s humanity so it might have been angry that their food source has dwindled
wait ah um i was thinking like cause it’s sort of like a radioactive element it has skillsets which involve emission, but who knows since it’s fantasy mayve the element has arms and legs too and since it feeds off of humanity it becomes more human itself
CHARACTERS’ PROFILE
Name: The Plague
Type: Boss
Attacks:
Slams the ground and launches 3 rocks at the Player. If Player stays too close to the boss, all 3 rocks can damage them. If Player stays too far, rocks will eventually land on them.
Lunges towards the Player, dealing damage on impact. Can be easy to read at a distance, but hard to react if Player is too close to the Boss.
Throws a straight projectile at the Player, can be easily deflected.
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33
PROLOGUE
yeahh can can
Alessio, a mercenary, was sent by the King to investigate a village after numerous reports of missing people travelling about the borders. However, falling unconscious and waking up to a disastrous sight in the village was not what he had expected.
Alessio continues fighting against the infected under the guidance of the spirit, slashing his way through his foes standing in his way as he tries to figure out the reasoning and the core culprit behind the infected.
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Tutorial - Riverside Village
An Eccentric Enterprise
Level 1 - Border Town Ruins
MAIN STORY/CONTEXT
Tutorial & Level 1 - Campaignia, Fishing Village
Level 2 & 3 - Umbra Castle, the Plague’s Fortress
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ENDING
1 Final Ending:
Sub-ending:
1 Final Ending:
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ENDING
1 Final Ending:
Sub-ending:
1 Sub-Ending:
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Moveset
MAIN MECHANICS
page
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MAIN MECHANICS
Moveset
Input - Swipe Up
This move allows the player to swing his weapon upwards, knocking the enemy upwards and thrusts the player up into the air.
While in the air, enemies are not capable of attacking.
It can also be used as a free jump in the air.��It can also be used to swat away projectiles and fliers, making it a good defensive option, though the player should also look out for enemies when landing from an Uppercut
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MAIN MECHANICS
Moveset
Input - Swipe Horizontally
This move allows the Character to quickly dash either left or right depending on which direction the player swipes.��It also damages enemies in the way of the Dash.
Great Mobility tool for by-passing small groups/individual enemies and Hazards. Can also be used in the air. Good for chasing after enemies.
Referenced from:
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MAIN MECHANICS
Moveset
Input - Swipe Down while Grounded
This move allows the player to slam their weapon down on the floor in front of them, pushing back enemies.
A form of Crowd Control which creates breathing room.
-> Can be used to keep a stronger group of enemies at a distance while the Player is trying to kill another enemy group.�
Referenced from:
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MAIN MECHANICS
Moveset
Input - Swipe Down while �in the Air
While in the Air, this attack causes the Player to slam down onto the group directly beneath him.
This Move also knocks back enemies near where the Ground Pound lands, making it a safe Crowd Control option.�
Referenced from:
Reference pose:
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ALPHA SUB MECHANICS
page
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PITCH SUB MECHANICS
page
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BETA/GOLD UPDATED SUB MECHANICS
page
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ATTRIBUTES AND STATS
page
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ATTRIBUTES AND STATS
page
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CALCULATIONS
page
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LEVEL DESCRIPTIONS
Monster House
Dexterity
Trigger & Move
page
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TUTORIAL LEVEL LAYOUT
For Jump and Dash
For ground slam portion
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TUTORIAL LEVEL LAYOUT
-Uppercut used
as a upward thrust
Uppercut can be used to deflect
Projectiles
Teach and Show Player that Uppercut can be used to juggle Handling Projectiles with Platforming
For uppercut portion
TUTORIAL LEVEL LAYOUT
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TUTORIAL LEVEL LAYOUT
Ground pound portion, the last part of the tutorial before leaving it up to the player by themselves.
TUTORIAL LEVEL LAYOUT
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TUTORIAL LEVEL LAYOUT
ALPHA TUTORIAL LEVEL LAYOUT
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TUTORIAL LEVEL LAYOUT
MILESTONE TUTORIAL LEVEL LAYOUT
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED TUTORIAL LEVEL LAYOUT
Beta-Gold Vers.
Introduction to controls
Introduction to Jump and Double Jump
Attack and Slam Introduction
Dash Introduction
Uppercut Introduction
Introduction to Checkpoints
Introduction to Player able to attack 3 times with different animations
From here onwards, Player will encounter enemies (Lost Ones)
General direction
page
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED TUTORIAL LEVEL LAYOUT
Beta-Gold Vers.
Player can get a chance to try out self-discovered combos or moves, what they had learnt.
General direction
Jumping sequences for Player.
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FLOW DIAGRAM (TUTORIAL LEVEL)
Single Jump Intro
Double Jump Intro
Attack Intro
Slam Intro
Dash Intro
Uppercut Intro
Movement Intro
Combo Intro
Checkpoint Intro
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TUTORIAL LEVEL LAYOUT
MILESTONE-BETA LEVEL 1 LAYOUT
Will add hazards at a later time
Platforms will be more spaced out for more breathing room
Some enemies on platforms will be ranged so that player will need to make use of platforms to go up and then kill off enemies, can deflect their bullets using uppercut.
More enemies compared to Tutorial, having player to try out more different combos as they go along.
Alpha Vers.
Might be having a (mini)boss at the end of the level.
A chest to restore HP if player needs
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED LEVEL 1 LAYOUT
Beta-Gold Vers.
Will add hazards at a later time
Platforms will be more spaced out for more breathing room
Some enemies on platforms will be ranged so that player will need to make use of platforms to go up and then kill off enemies, can deflect their bullets using uppercut.
More enemies compared to Tutorial, having player to try out more different combos as they go along.
Alpha Vers.
Might be having a (mini)boss at the end of the level.
A chest to restore HP if player needs
Linear level, similar to Tutorial but more platforming elements. Level is slightly longer as well.
More enemies as compared to Tutorial as well.
General direction
Shadow Enemies
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED LEVEL 1 LAYOUT
Beta-Gold Vers.
More platforming elements. Chests are visible in this level, which provides 30 health each box.
Player is free to explore but not as much as compared to the next few levels.
There are more hazards in Level 1 as well, upping the difficulty of traversing through the level.
General direction
Shadow Enemies
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TUTORIAL LEVEL LAYOUT
MILESTONE-BETA LEVEL 2 LAYOUT
Alpha Vers.
Connected to Level 3
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED LEVEL 2 LAYOUT
Beta-Gold Vers.
Alpha Vers.
Level 2 is more of metroidvania-style level design.
Introducing manual key and gates system for further exploration, as well as one-way and destructible platforms.
New hazards such as swinging blades and sharp spikes for castle’s environment and atmosphere
We decided to not connect both levels together and had both Level 2 and 3 be separated scenes/levels instead.
Shadow Enemies
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TUTORIAL LEVEL LAYOUT
MILESTONE UPDATED LEVEL 3 LAYOUT
Alpha Vers.
Alpha Vers.
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TUTORIAL LEVEL LAYOUT
BETA/GOLD UPDATED LEVEL 3 LAYOUT
Beta-Gold Vers.
Alpha Vers.
Alpha Vers.
Shadow Enemies
We also added more Shadow Enemies which raises the difficulty.
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LOGO SCREEN
← i like this, yes
Agree
doesnt unity just auto put itself in after you build the game
i cant rmb oh ya did they i think they did
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PITCH TITLE SCREEN
page
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POST-BETA TITLE SCREEN
page
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GOLD UPDATED TITLE SCREEN
page
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BETA TITLE SCREE
page
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POST-BETA MAIN MENU SCREEN
page
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GOLD UPDATED MAIN MENU SCREEN
page
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POST-BETA LEVEL SELECT SCREEN
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GOLD UPDATED LEVEL SELECT SCREEN
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CREDIT SCREEN
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GOLD UPDATED CREDIT SCREEN
We decided to use a scrolling Credits Screen.
Team Lead
Lim Si Ying
Art Lead
Rayan Tan
Animation & Character Design
Escabas Joyce Baldos
Nur Haida Binti Hairi
Environment Art & Design
Rayan Tan
Ashley Ling Si En
Programming Lead
Darren Toh
Programming
Darren Toh
Lim Si Ying
SFX
ZapSplat
Music
Ketsa - "Multiverse"
Ketsa - "Never Forget"
Ketsa - "Life Illusion"
Daniel Birch - "Deep In Peace"
Daniel Birch - "In Pursuit Of Silence"
Special Thanks
Tan Eng Khoon
Mervyn Teo
Pek Wee Kit Terrence
Roy Chan
ODell Thomas Richard
Folks at SGGA
Friends & Family
100 Gallons of Coffee
Condottieri
by Kumamon Cult
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Early UI Concept
PITCH GAMEPLAY UI
page
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ALPHA GAMEPLAY UI
Further Developed UI for Alpha
page
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MILESTONE GAMEPLAY UI
Further Developed UI for Milestone
page
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BETA GAMEPLAY UI
Further Developed UI for Beta
Added a Question Mark icon to toggle key layout screen for players who wants to play the game with guiding keys
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BETA GAMEPLAY UI
Further Developed UI (Layout) for Beta
Added a Question Mark icon to toggle key layout screen for players who wants to play the game with guiding keys
page
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Early UI Concept
PITCH PAUSE SCREEN
page
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Beta
BETA PAUSE SCREEN
page
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Post-Beta
POST-BETA PAUSE SCREEN
Added Swipe Sensitivity for Players if they wish to change the finger sensitivity
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Post-Beta/Gold
POST-BETA/GOLD UPDATED PAUSE SCREEN
Added Swipe Sensitivity for Players if they wish to change the finger sensitivity
page
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VICTORY SCREENS
page
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GAMEOVER SCREEN
page
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PITCH CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
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CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
PITCH CHARACTER ART
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CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
CHARACTER ART
page
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CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
CHARACTER ART
Initial sketch
Current sketch
Joyce (lineart) + Haida (colour)
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CHARACTER ART
Characteristics:
oh right
ah was just confirming cause i wanted to know if he had anymore
CHARACTER ART
Alessio
Alpha Design
Beta Design
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CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
CHARACTER ART
Colour Schemes
Alpha Design
Beta Design
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CHARACTER ART
Sword Art Online
Reasons for picking LS 1:
Reasons for not picking LS 2:
CHARACTER ART
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CHARACTER ART
CHARACTER ART
Animation
Ground pound
Dash
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CHARACTER ART
CHARACTER ART
Animation
page
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CHARACTER ART
CHARACTER ART
Animation
(Staying In One Position)
(While Alessio Is Moving)
Normal attack
page
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CHARACTER ART
CHARACTER ART
Animation
Jump
Run
page
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CHARACTER ART
CHARACTER ART
Animation
Dash
Ground pound
page
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CHARACTER ART
CHARACTER ART
Animation
Uppercut
Slam
page
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CHARACTER ART
CHARACTER ART
Animation
Dash
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CHARACTER ART
CHARACTER ART
Animation
Ground pound
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CHARACTER ART
CHARACTER ART
Animation
Idle
Running
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CHARACTER ART
CHARACTER ART
Animation
Jump
Normal attack
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CHARACTER ART
CHARACTER ART
Animation
Hurt
Death
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CHARACTER ART
CHARACTER ART
Animation
Uppercut
Slam
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CHARACTER ART
CHARACTER ART
Animation
Uppercut
Slam
page
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CHARACTER ART
oh right
ah was just confirming cause i wanted to know if he had anymore
CHARACTER ART
page
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CHARACTER ART
Melee Enemy
Hello im an infected melee enemy
Characteristics:
CHARACTER ART
Beta Design
Alpha Design
page
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CHARACTER ART
CHARACTER ART
Colour Schemes
Beta Design
Alpha Design
page
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CHARACTER ART
CHARACTER ART
Colour Schemes
Beta Design
Alpha Design
page
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CHARACTER ART
Reasons for choosing a stick:
CHARACTER ART
page
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CHARACTER ART
Ranged Enemy
Characteristics:
CHARACTER ART
Lost Ones Melee Variant
Beta Design
Alpha Design
page
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CHARACTER ART
CHARACTER ART
Colour Schemes
Beta Design
Alpha Design
page
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CHARACTER ART
Bag of rocks
A bag of rocks which the range enemy carries
Reasons for choosing rocks:
CHARACTER ART
page
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CHARACTER ART
POST-BETA CHARACTER ART
Shadow Enemies
Melee Enemy Comparison
Ranged Enemy Comparison
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Walking Animation
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Attack Animation
Melee Enemy
Ranged Enemy
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Attack Animation
Melee Enemy
Ranged Enemy
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Walking Animation
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Walking Animation
We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Attack Animation
Melee Enemy
We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.
page
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CHARACTER ART
POST-BETA CHARACTER ART
Enemy Attack Animation
Ranged Enemy
We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.
page
122
CHARACTER ART
POST-BETA CHARACTER ART
Enemy Hurt Animation
We added new “Shadow” enemies for better variety and range of enemies, and how they could work together as a troop in the game.
page
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ALPHA ENVIRONMENT ART - REFERENCES
Tutorial & Level 1
(Fishing Village)
Level 1
(Abandoned town)
Level 2 & 3
(Abandoned castle)
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BETA-UPDATED ENVIRONMENT ART - REFERENCES
Tutorial & Level 1
(Fishing Village)
Level 1(abandoned idea)
(Abandoned town)
Level 2 & 3
(Abandoned castle)
We decided to abandon the Level 1 Abandoned Town idea as there might not be enough time to create another environment.
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ENVIRONMENT ART - REFERENCES
page
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ENVIRONMENT ART - REFERENCES
page
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ENVIRONMENT ART - REFERENCES
page
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ENVIRONMENT ART - STUDIES
page
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PITCH ENVIRONMENT ART
page
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ENVIRONMENT ART
ALPHA ENVIRONMENT ART
page
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ENVIRONMENT ART
ALPHA-MILESTONE ENVIRONMENT ART
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ENVIRONMENT ART
BETA ENVIRONMENT ART
We’re utilising Unity lighting, so colours might be off compared to in game.
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ENVIRONMENT ART
POST-BETA ENVIRONMENT ART
We’re utilising Unity lighting, so colours might be off compared to in game.
Castle
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ENVIRONMENT ART
POST-BETA/GOLD UPDATED ENVIRONMENT ART
Castle
Taken in-game’s Level 3
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ALPHA PROPS ART
page
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MILESTONE PROPS ART
page
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BETA UPDATED PROPS ART
page
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BETA UPDATED PROPS ART
page
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BETA/POST-BETA PROPS ART
page
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POST-BETA PROPS ART
page
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POST-BETA/GOLD UPDATED PROPS
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POST-BETA/GOLD UPDATED PROPS
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POST-BETA/GOLD UPDATED PROPS
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SOUND EFFECTS
page
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SOUND EFFECTS
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BACKGROUND MUSIC (BGM)
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BACKGROUND MUSIC (BGM)
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FEEDBACK FROM BETA
We made a feedback form for Beta for testplayers to try out the game and recorded their thoughts and feedback from it. These are all the feedback that we garnered from the testplayers.
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FEEDBACK FROM BETA
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FEEDBACK FROM BETA
In general,
Maybe some suggestions,
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VERSIONING HISTORY
Date | Vers. | Changes |
23/4/2020 | 1.0 |
|
23/4/2020 | 1.0 | Consultation with Art lecturers:
|
25/4/2020 | 2.0 |
|
27/4/2020 | 2.1 |
|
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VERSIONING HISTORY
Date | Vers. | Changes |
28/4/2020 | 2.1 |
|
30/4/2020 | 2.1 | Consultation with Art and Programming lecturers:
|
1/5/2020 | 2.2 |
|
2/5/2020 | 2.2 |
|
4/5/2020 | 2.2 | Consultation with Design lecturers:
|
VERSIONING HISTORY
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VERSIONING HISTORY
Date | Vers. | Changes |
7/5/2020 | 2.2 | Consultation with Art lecturers:
|
9/5/2020 | 2.2 |
|
10/5/2020 | 2.2 |
|
11/5/2020 | 2.2 |
Consultation with Design lecturers:
|
12/5/2020 | 2.2 |
|
VERSIONING HISTORY
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VERSIONING HISTORY
Date | Vers. | Changes |
18/5/2020 | 2.2 | Consultations with Design lecturers:
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21/5/2020 | 2.3.1 |
Consultations with Art lecturers:
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25/5/2020 | 2.3.1 |
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27/5/2020 | 2.3.2 |
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28/5/2020 | 2.4.2 |
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Date | Vers. | Changes |
31/5/2020 | 2.4.2 |
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1/6/2020 | 2.4.2 |
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2/6/2020 | 2.4.3 |
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3/6/2020 | 2.5.4 |
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14/6/2020 | 2.5.4 |
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18/6/2020 | 2.5.4 |
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Date | Vers. | Changes |
22/6/2020 | 2.5.4 |
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25/6/2020 | 2.6.4 |
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29/6/2020 | 2.6.4 |
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30/6/2020 | 2.6.4 |
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1/7/2020 | 2.6.5 |
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2/7/2020 | 2.6.6 |
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7/7/2020 | 2.6.6 |
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Date | Vers. | Changes |
9/7/2020 | 2.7.7 |
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15/7/2020 | 2.7.7 |
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16/7/2020 | 2.7.9 |
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21/7/2020 | 2.7.9 |
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Date | Vers. | Changes |
23/7/2020 | 2.7.9 |
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27/7/2020 | 2.8.10 |
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28/7/2020 | 2.8.10 |
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29/7/2020 | 2.9.10 |
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30/7/2020 | 2.9.10 |
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Date | Vers. | Changes |
1/8/2020 | 3.0.1 |
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2/8/2020 | 3.0.1 |
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3/8/2020 | 3.1.2 |
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4/8/2020 | 3.1.2 |
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Date | Vers. | Changes |
5/8/2020 | 3.2.3 |
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6/8/2020 | 3.2.4 |
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Date | Vers. | Changes |
11/8/2020 | 3.2.5 |
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12/8/2020 | 3.2.6 |
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13/8/2020 | 3.2.8 |
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15/8/2020 | 3.2.8 |
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16/8/2020 | 3.2.8 |
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Date | Vers. | Changes |
17/8/2020 | 3.3.8 |
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17/8/2020 | 3.4 |
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17/8/2020 | 3.4.2 |
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17/8/2020 | 3.4.3 |
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18/8/2020 | 3.4.4 |
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18/8/2020 | 3.4.5 |
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18/8/2020 | 3.5.5 |
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Date | Vers. | Changes |
19/8/2020 | 3.8.5 |
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27/8/2020 | 3.8.6 |
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28/8/2020 | 4.0.1 |
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29/8/2020 | 4.1.1 |
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30/8/2020 | 4.4.6 |
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31/8/2020 | 4.6.0 |
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Date | Vers. | Changes |
31/8/2020 | 4.6.3 |
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31/8/2020 | 4.6.4 |
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