Producer Blog #1



Hello, and welcome to the first product blog of Robot Riot! My name is Miciah Coley and I am excited to share all of the hard work my team has put in throughout the sprint. Robot Riot has 12 members and our design of the game came from our game designer, Marisa Moreno. If you want to learn more about what went into our design process you are welcome to take a look here

Robot Riot is a competitive battle royale game in which you will face off against another player, collecting various weapons and powers ups to fight them in battle and win. The game takes place in the main facility of Atonal Industries, a robot manufacturer that also specializes in quirky weaponry props. Players will square off against each other in a best of three lives on four different levels to determine who is the best robot. 

With our vision out of the way. Let’s talk about the work that was completed during the sprint.

Modeling

Our first level is called The Facility, which is colored in monochrome hues of greyish blue, showcasing the geometric structure that encases the entire facility. We wanted the first level to mimic the feeling of being in the facility. Our main priority for this sprint was to get all of our pickup, props, environment, and two character models finished. So that The Facility could be finished in our first sprint. Most of our modeling team worked on props, pickups, and weapon models. While the rest of the modeling team worked on character models. We wanted a variety of weapons and pickups for the player to pick up so they have the best chance at beating the other player. Here’s a look at the work that was completed during the sprint:

Sarah Youngdahl

Miciah Coley

Andrew Hovsepian

Marisa Moreno

Veronica Leon Guerrero

Carl Moreno

Alex Rico

Programming

The programming team was busy making the base foundational systems that we would need to get Robot Riot started. Players will start by spawning on two opposite sides of the map to square off while collecting pickups, weapons and health. The first priority was to get our UI done such as menus, settings etc., which Riley tackled. Next, was player controls on the controller and one of our main features, Bot mode, which allows players to move around the map with increased speed and only the use hazards. Our main programmer Rodrigo tackled this. Finally our last priority is health, damage, match timer and spawn system. Which our programmer Jacob tackled. With them systems completed this sprint. Next sprint we would only need to code weapon spawn, weapon interaction, make an inventory system, and put everything together for our electronic prototype. Here’s a look at the work that was completed during the sprint:

Riley Pursell

Rodrigo 

Jacob Meddings

Level Designers

Our level designers were tasked with bringing the facility design to life. They started off with making annotated maps of what they wanted the level to look like. From there, the level designers modeled some environment props for the level.Then Alex made a blockout. They wanted to make sure that they kept the monochrome hues of greyish and blue textures for the environment in the level. They also wanted to make sure players had walls to hide behind and made sure the environment was big enough for two players. Here’s what our level designers produced:

Carl Moreno

Alex Rico

2D Art

Our 2D Artist was tasked with creating sprites for our inventory system and also making screens for our UI. They started off by making the different menu screens and from there they ended the sprint with some sprites for our weapons, hazards, and power-ups. We also had one of our fellow 3D modelers make some character designs for our main models so that everyone could be on the same page when it came to the aesthetic of the bots. Here’s a look at the work that was completed during the sprint

Christina Steller  

Veronica Leon Guerrero

Animation

We didn’t have anything to rig yet for our animator, but he asked for some practice animations for our game. So I negotiated cards with him for animating a sword swing, a walk, and a shooting animation. Here’s the work he produced:

Nathan Kreiger

Conclusion

In our first sprint, we completed a total of 101 points out of 115. In the next sprint we want to get weapon interactions finished, some more character models done, start building out of second level, and start putting all the systems together for our electronic prototype. Look out for more posts about the design and production process. 

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