• +1 (613) 793-4672
  • jobs@stemworldeducationalservices.com
  • Nepean, Ontario, Canada

Ben Group-1 Summer 2022

Description:

Rocky Blast Off is a flight simulation game to teach players how to control various spacecrafts, and about their functionality. The game consists of 10 levels that greatly vary in setting and functionality. The goals of the game are to help educate prospect students about piloting spacecrafts through accurate simulation, to teach them about space through accurate in-game design and game mechanics, and to entertain them with increasing difficulty and unique levels. The game is meant for those who are older and seek a substitute for training in this field.

Gallery:

Weekly Progress:

Week 1
During the first week of development, our team created development related documents such as the requirements specification documents and game design documents.
We created a theme for our game and UI, and used this theme to design screens such as the main menu.
Week 2
The second week, our group collaboratively created scenario documents to keep track of classification, conflict, player feedback, random barriers, player assistance, learning objectives and story templates.
Once we had created these documents, we started basic development on the game by gathering assets and applying our themes to flesh out a design for the over all game. This is where individual work on the game started.
Week 3
During the third week, individually I created the Level Select screen, the level info popup screen, the level start screen, and an early version of the quit confirmation screen that another member of the team would take over.
The group as a whole would finish the majority of the menus present in the final game, and together we helped to update each others designs to be coherent. We would spend this week searching for music and sounds effects for the game as well.
Week 4
The fourth week of development was mostly for creating levels. During this time I created levels 2, 5, 8 and 9. This included designing the level layout, creating/finding assets for the levels, updating aesthetics, and developing rudimentary functionality for the unique elements or win conditions of each level.
The group completed the rest of the levels during this time, and group-wide contributions to the gameplay and physics started at this time.
Week 5
This week I started developing the unique functionality of each level in more depth. This included tracking heat levels of each craft depending on its distance and angle to different heat sources, inflicting different rates of hull damage depending on the severity of the burning or freezing of the ship, or keeping track of the order and time spent at different checkpoints.
The group as a whole made contributions to the physics which a group member had developed much earlier, developed the functionality of their own levels, implemented game sound and music, added functionality to settings screens, updated the screen flow, and completed the groups TDD document.
Week 6
During this week, the group made large updates to the game such as creating original assets with blender, or updating the coherence of the design. In order to effectively teach about the different ships, accurate designs of multiple crafts were made. We optimized game performance by altering aesthetic settings and lowering polygons in certain objects. We also added images, dialogue and text into the game such as in the level select popup screen, the level start screen, the tutorial, and loading screens. We completed flowchart documents for screens and game events to keep track of how our menus were connected.
Week 7/8
The seventh/eighth week of development included a lot of quality assurance. The gameplay and screen flow was tested in depth to locate any issues or bugs. This included testing collision damage, heat/freezing damage, oxygen depletion and damage, energy gain and depletion, the controls, the settings, the docking functionality, the camera functionality, the audio, the scoring, the aesthetics, and much more. Every aspect of the game was inspected and analyzed to assure that the game was completed.

Gantt Chart: