Team Flare Design Documentation

Goals

  • Minimum

    • Back end engine complete

      • damage

      • pokemon faint detection

      • collision detection

      • winning condition

      • handle four players (two trainers, two pokemon)

        • xbox controllers

    • Visual representation of pokemon is not animated

    • UI is only the current pokemon’s health

    • No start screen

    • 1  pokemon

      • good movement

      • all 4 skills

        • work appropriately but no visual fx added

    • No trainer items

    • No Special environment

    • Placeholder BG music

    • Placeholder sound fx

  • Target

    • Back end engine complete and modular with some technical debt

    • Visual representation of pokemon is animated in a basic manner

    • UI is well designed and represents all the trainer’s pokemon health, items, and cooldowns

    • Start screen on game load

    • 3 Fully fleshed out pokemon

      • good movement

      • all 4 skills

        • visual fx added

    • Trainer items

      • Do not appear on field, just simply apply to current pokemon and set off cooldowns

    • 1 Battle Arena

      • visually polished as well as works well with game feel

    • Basic BG music

    • Basic sound fx

  • Stretch/Final Playtest

    • EPIC polish: polish that makes things seem more dramatic

      • camera fx

      • color fx

      • particle fx

    • Back end engine complete and modular with no technical debt

    • Visual representation of pokemon is fully animated in a detailed manner

    • Game Setup Experience

    • As many extra fully fleshed out pokemon as we have time for that maintain game balance

      • good movement

      • all 4 skills

        • extravagant visual fx might not make it to the extra characters

    • Trainer items

      • Appear on field to be obtained by the trainer’s pokemon to use.

    • 3 Battle Arenas with different environmental strengths/advantages

    • Detailed BG music

    • Detailed Sound fx

    • Visual feedback notifications of in-game events

      • damage given numbers

Milestones

  • Alpha

    • Minimum goals reached

  • Beta

    • Target goals reached

      • except not all indicated polish will be there

        • bolded items in target are the polish

      • Pokemon will not be expect to have their ideally perfect game feel.

  • Final

    • Target completed with full polish

    • Whatever parts of our stretch goals we think are feasible in our time constraint.

Presentation Takeaways

  • Playtest trainer and fighter interactions

    • We are definitely focusing our playtests on seeing how people react to trying to synchronize between trainer and fighter and hopefully be able to tweak it for the better based on those play tests.

  • Change the scope to be smaller

    • In our stretch goals we told of tales of making an Overworld and adding RPG aspects. We refactored it to be more realistic.

  • Our AHA! moment in our presentation was: Flawless Trainer/Fighter Synchronization that makes you want to perform a freeze frame high five with your partner.

    • David Chi and  Blair MacIntyre seemed to want a more specific example from the following groups so here is a more specific example:

    • Example: The trainer switches out Charizard for Venusaur JUST in time to save Charizard. The fighter is able to position Venusaur in the perfect position right when the trainer calls the finishing move to subdue the enemy with a well synchronized attack

Design Documentation

This covers most aspects of our project and how we would like to approach them. It’s a pdf file: [Team Flare]Design Documentation.

Fighter Designs

This covers the fighter specific details of Charizard, Venusaur, and Blastoise. [Team Flare]Fighter designs.

Goals

We made a trello board to better manage our workload and plan out everything. This is a pdf version of the trello board we have. [Team Flare] Trello Timeline.

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