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Kung Food Development Week 2 (8/29-9/1)

  • Writer: Andrew Decker
    Andrew Decker
  • Sep 1, 2022
  • 2 min read

Updated: Sep 9, 2022


Although this week moved somewhat slower than the previous, our team made solid progress towards the first build of our game. We started with a team consensus meeting which was quite spontaneous, and technical difficulties strongly delayed its productivity. Next meeting, I plan to set a clearer time and allow the other leads and myself to prepare. Despite this roadblock, the meeting allowed for critical consensus between the different groups to form a more complete view of our game. I presented our spreadsheets and the counter mechanic while the other leads showcased models, concept art, and a control field.

Later in the week, I designed the randomization of stage layouts for the counter mechanic's stage interaction and presented it to the coding lead--who found it quite thorough and helpful--drafted the onion character's moveset, and designed three different damage types that would impact how the fighters would be visibly damaged throughout the battle (wilting, bruising, tearing, etc.). I also drafted the menus and UI for our art team to reference, and I used a restaurant tri-fold menu as the reference for the actual game menu to help bolster the game's theming.

On Wednesday, I made the decision to redesign our spreadsheets for the fighters' frame data after researching that used for other fighting games, which provided stronger organiztion and clarity and were, most importantly, directly compatible with the game's code. The programing lead found this method of organization valuable, so we (the design team) will reorganize the data to fit his needs. I also helped the coding team resolve an issue to deliver 8-directional snapping for the joystick controls. Next week I aim to reconfigure the carrot's new data fo the sheet and finalize the onion's moves and frame data as well.

 
 
 

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