This includes our presentation, video, and document.
Shadowstalker’s report for the Final Week What was Planned: Our final week was planned to largely be a debug session for our game. After having presented our playable build, we intended to fix any bugs, glitches, and refine the game for our final product. What was Accomplished: Our playable build has met all of our […]
Team Shadowstalker’s Final Build: Redemption of the Ninja (Best played with current screen size!)
Team Shadowstalker’s Final Build: Redemption of the Ninja
Shadowstalker’s report for the Thanksgiving Week
What was Planned: -Fixing and refining game aspects such as character movement, enemy AI, level design (Some parts are tedious/dull/unfair), and interactable objects. -Visual/audio polish What was Accomplished: -Primarily, this week the character movement has been more finetuned. Knockback has been implemented, the wall-jumping is more intuitive, and the character feels more mobile and akin […]
What was Planned: -Refining enemy AI -Creating more interactable objects -New level assets and a new level overall -Refining character movement and control. What was Accomplished: -More enemy variety is being planned and a potential enemy idea (Hammer-wielding enemy) is in development. -More interactable objects have been created and are being worked on. These include […]
What was Planned: This week, we planned to work to accomplish our goals for the alpha. This included: +Implementing a fully playable character. +Creating a level where the player must use the character’s abilities to reach the goal. +Integrating interactable objects for the level. +Implementing an enemy with some AI +Designating a win/lose state. In […]
What was Planned: This weekend was primarily for determining communication methods and uploading the code to a repository. What was Accomplished: The initial code from the prototype has now been imported into the local repository set up for CS4455 and initial coding has begun. Communication information however, besides e-mails, have not been exchanged at this […]
Team Shadowstalker’s Design Doc
Team: Alexander Joos: Level Design Matt Lee: Character Design and management Ryan Mccaffrey: Interactable objects Tingyu Zhu: Enemy AI and design Shared Tasks: Audio and Visual effects. General Guide an an agile ninja through a large level consisting of various obstacles and enemies. Attack enemies, wall-jump up steep walls, slide under low-hanging walls, and sprint […]
You are a maneuverable ninja in a 2D action- platformer.
(If the game’s not working, please go here: http://db.tt/5qU9EBaA)
To see the project, please follow the link here.
Castlevania: Aria of Sorrow Castlevania: Aria of Sorrow is the third and last Castlevania title released for the Nintendo Gameboy Advance (GBA). Here, you play as the protagonist, Soma Cruz, a foreign exchange student who suddenly finds himself within Dracula’s Castle sealed in a solar eclipse. With his mysterious power of dominance, Soma Cruz sets […]