So at this point, we continue our development, delegating specific tasks to each other dependent upon our roles. I, for example, is in charge of creating our enemies, and giving them artificial intelligence using unity built in ray cast data structure to simulate seeing in front of you and listening from behind. In addition I am tasked in handling many other features of the enemy, such as its animations, sounds, movements, code, and more. As well as, creating the game manager that will foresee the game and make decisions based upon certain events and store overall information about each level.
Just as I have a dedicated role, Joel is also in charge of creating the player which would be the ninja. He is also in charged of the player’s animation, movement, button controls, and abilities.
Sebastian is in charge of the user interface, the menus such as main menu and settings, the screen overlays such as game over and pause screen, and setting the theme of the game.
Where as, Calvin is the actual level designer, using the assets we created to meticulously place the enemies in the right place, the stage design and platforms, the sounds and music and finally making our game idea come to life.
From this point on it’s constant researching, coding, debugging, play testing, fine tuning and coffee drinking.
Rinse and repeat.
