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Omega by WickedROAR

Farzad Afshari

Mike Shoss

Ryan Jayakody

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STORY

The main character named Jericho is on a journey in the Road of Judgement to rescue his girlfriend from a band of demons who threaten her life. In this world Jericho finds himself in, he is bestowed with one single power and the ability to absorb the knowledge of whom he has defeated. He uses this power to gain powerful skills from his foe to bring him one step closer to saving his lover.

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TOOLS

Project Management

Development Tools

Podio

Unity

Google+ Hangouts

Spriter

Google Talk

Git

GitHub

EX2D

Beer

Behave

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DEMO

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SKILLS

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SKILLS – Front end

  • Player starts with two skills with generic sprite images
  • There are many skills in the game that a player can pick up from enemies
  • The player can progress a skill to become very powerful�

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SKILLS – Back end

  • Skill AI�- Startup, Active, End�- Creation of sprite
  • Skill functionality�- The behaviour of the skills
  • Skill data

- One Skill object to rule them all

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SKILLS - Future

  • Make the skills transferable between any combatant
  • Manage the states of the skill
  • Creating a solid parent skill class for any kind of skill thinkable
  • Passive vs Active skills�- Dropped, we only have Active skills
  • Skill Sets�-Dropped, not enough skills implemented

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PLAYER and ENEMY

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P&E - FRONTEND

  • Initially artwork didn't meet expectations
  • Outsourced artwork to local artist
  • Implemented the art into the game using Spriter with animations
  • Animations for the player are triggered the instant all conditions are true for an action
  • Used a skeletal animation method

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Player - BE

  • Same as Enemy AI except the conditions are also based on input
  • o Enemy uses the attack
  • If attack collides with player, damage is dealt
  • Enemies will fight regardless of how weak they are

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En - BE

  • Sequentially performs Wander and idle
  • If enemy in range, go into a hostile nature
  • Enemy selects an attack to use
  • Enemy uses the attack
  • If attack collides with player, damage is dealt
  • Enemies will fight regardless of how weak they are

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P&E - Future

  • New and improved animations
  • Smarter AI
  • Greater variety of enemies
  • More sound effects

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PHYSICS

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Physics

  • Both the player and enemy do not collide with their own skills
  • Skills can only collide with combatants other than its origin
  • Enemy and Player collision boxes are capsules
  • The player actually keeps his forward velocity after letting go if the input. What stops the player is the friction of the ground
  • Gravity is only active when the player is airborne.

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LEVEL

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Level - Comps

  • IceWall

→ A glacier texture

  • IceGround

→ A glacier texture with a plump layer of snow on top

  • IcePlatform

→ A floating platform with hanging icicles

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Level – Design

  • We wanted a snow based level so we used hills and such to represent hills of snow
  • We started with many components and pieced the together for final level

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Omega - Future

  • Porting to mobile devices
  • Product staging on Steam Greenlight
  • Social media marketing
  • Looking for more help in all areas
  • Amber alert!!! Find Hamza

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Questions?