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Week 8: Alpha level

This week the team continues to work to complete the alpha. In the alpha, we plan to have 90% of all our game feature included in the alpha so we can let the play tester to experience what the overall game is going to be like. This week the team’s main focus to put al the separated pieces to gather things such as assets, special effects, and scripts. In the alpha, we plane to let the player play the level 3 of our game. In level 3 we plan to include all the enemy types, platforming and a boss section at the end. It will have all the main core mechanics in the level.

My contribution for this week At the start of the week, I worked with another teammate with the level design. We discuss a lot about the doability of the level since our time is limited and if include multiple new mechanics to the game it will result in us to run out of time. In the lab this week, the group also have a discussion with the TA and we concluded that we should focus on the combat system of the game which includes combos for the attacks. We as a group discuss multiple things such as the animation and damage..etc. later this week I started working on the level3 for the alpha, I started with a layout for the level and discuss it with the project manager. With the project manager’s approval, I continued to create the whole level of the assets. One of the problems I encountered was that some the assets that were created contain too many polygons or edges causing the whole level to lag. I tried multiple ways such as reducing the polygon for the assets with the reduce tool and also redid some the assets as the reduce tool sometimes breaks the model.


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