nOMAN'S lAND
Michael Stojsic – Programmer
Taralee Caine – Programmer
Todd Morris – Programmer
Colin Butt – Programmer
Jonathan Shirlaw – Programmer
Kyle Jessen – Programmer (Acting Designer)
Kyle Vlaar (Brookes) – Artist
Although this project was very programmer
heavy with only a single artist, I think the
outcome was extremely successful, with further
acknowledgment being published to the
Academy of Interactive Entertainment's
Facebook page (AIE- Noman's Land post).
Our group came up with a 2D retro shrink/grow Mario style game with a puzzle platformer element and a pixel style art design, complete with enemies and collectibles.
As this was a very programmer heavy group, each programmer was allocated a very specific section of the game to work on. I was given the task of Enemy AI scripting. With my “enemy” AI script handed in to the group, very early on in the project process, I also decided to create the “destroy” class. Basically the class that called death upon contact with obstruction, aka “enemies” or acid lakes.
A lot of us learn very fast how important commenting code was. Because each programmer has a unique signature technique of coding implementation, it was difficult for other member to read each other's code and thus understand the method of input.
We also established weekly Sunday verbal meetings using Skype. We use these meetings for testing the game, commenting positive and/or negative feedback. Finding bugs, fixing bugs and improving the camera view.
It should be noted, that there was two extra members in this team, a designer and an artist, but due to their constant absence for the duration of this project, their personal contribution was null. Due to this, I took the initiation to undertake some art and level design work to help out both Kyle Vlaar (Artist) and Kyle Jessen (Acting Designer).
Unfortunately, my art sketches aren’t the greatest creations, but were still accepted (via the basic description requirement of Kyle Jessen) and added into the game as both a stationary and flying enemies.
I also started creating a “level” for the game. After completion of that, I also created a second level with an increase of difficulty and thought process. These “level” will be known as “3-1” and “3-2” with a metallic computer interior look. During the development, I found how tedious it was creating block by block and also making sure the ratio was roughly the same as the other levels that Kyle Jessen had created so it would be an easy add-on, rather than messing around with size and proportion with the configurations of the gameplay in general.
“Like, my ‘RageQuit’ aside... Like,
that's actually... I... Let... Let me
deconstruct that for a second... It
wasn't a ‘RageQuit’. It was a
measured choice to close the game
down because I was just going to
get more frustrated and take up
time from class that shouldn't have
been taken up." - CRAIG BENTICK