Apr 22
Division of Labor – Team Squog
Posted by Courtney Smith on Thursday Apr 22, 2010 Under Final Design Documentaion, Game DesignHal Helms
- Tether mechanic
- Wall climbing code
- Ledge climbing code
- Clinging to ground
- Camera movement
- Interactable objects (Collectables, Doors, Map Stations, and Signs)
- Loading of different maps (e.g. transition from to tutorial level to level select, then from level select to each exhibit)
- Title screen (we may change it later though)
- Cutscenes (time permitting)
Cary Chichester
- implemented wall climbing and wall jumping
- implemented player’s lives
- created tutorial level, designed Egyptian level
- implemented story prologue
Matthew Remmele
- Programmed initial platforming elements using Flixel library
- Added Heads Up Display for keeping Score
- Made demo map for first presentation
- Modified code according to initial playtest results (Made players auto-cling to walls, players don’t spawn on top of each other)
- Added the newer, differently colored sprite assets into the code.
- Added functionality for loading a background image and displaying it behind tiles
- Continuously updated the game’s tile set to match the newer art
- Created the dinosaur level based on Mikhail’s sketches
- Modified Dinosaur map background image to be more transparent
- Facilitated presentations using my computer
Mikhail Lovell
- sound effects
- background music
- dinosaur level design
- painting level design
- gathering some background images
- making some tiles
Courtney Smith
- all graphics, sprites and animations except for the map, air vents and tiles and backgrounds contributed by Mikhail
- powerpoint and documentation creations