team info: anthony martinelli herb lewis cristhian
DESCRIPTION
What each person was responsible for: Anthony Martinelli: Tile Engine and Editor Artificial Intelligence Weapon Mechanics Level Design Herb Lewis: Animation Engine and Editor Artificial Intelligence AI Path Finding Level Design Christhian De La Paz: Particle Engine and Editor Heads Up Display Player's Companion Level Design Russell Baker: Game Core Inventory System Schematics/Crafting System Gamer Profile Damian Burdzy: NPC Interactions Level Design Environmental Effects Game Intro Additional Artwork by: Anthony Martinelli Herb Lewis Russell BakerTRANSCRIPT
TEAM INFO:
Anthony Martinelli [email protected] Lewis [email protected] De La Paz [email protected] Baker [email protected] Burdzy [email protected]
A Half Past Nasty Game
Prehistoria: Dino Rising
Game Synopsys Prehistoria: Dino Rising is an action-adventure game that takes place in the age of the dinosaurs. You play as a Science teacher, Ethan Lorrington, who has traveled back into the past to enjoy a dinosaur safari like no modern man has ever experienced.
Upon arriving in the past, your time machine bursts into pieces and you wake up in a village surrounded by wild jungles and tenacious creatures. Now you must explore this strangle new land as you strive to reassemble the pieces to your time machine. Only, then can you return home safely with stories of adventure. What was supposed to be an exotic adventure has now become the fight of your life!! •Wheel of Misfortune
spins- Supersize a Feature- Feature Creep- Dress Code- Distribution
What each person was responsible for:
Anthony Martinelli:Tile Engine and EditorArtificial IntelligenceWeapon MechanicsLevel Design
Herb Lewis:Animation Engine and EditorArtificial IntelligenceAI Path FindingLevel Design
Christhian De La Paz:Particle Engine and EditorHeads Up DisplayPlayer's CompanionLevel Design
Russell Baker:Game CoreInventory SystemSchematics/Crafting SystemGamer Profile
Damian Burdzy:NPC InteractionsLevel DesignEnvironmental EffectsGame Intro
Additional Artwork by:Anthony MartinelliHerb LewisRussell Baker
Game Progress
Alph
a
First
Pla
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Gold
Beta
Tips, Advice & Lessons• Don’t skimp on the planning with the design doc
• Freeze your code with enough time to do ample testing and complete a play-through
• Plan architecture to be generic early on
• Plan your asset requests well from the start
• Have solid placeholder code for assets so the content pipeline is not dependant
What went wrong
• Code freezes were often too late for sufficient levels of testing
• Sometimes new features broke existing tech
• Code architecture planning was rushed
• Little time to write the game design doc
What went right • Our coding skills complimented each other
• We tackled problems cohesively
• Where we didn’t mesh well (which was rare), we made things work by having a playful atmosphere