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Week 14 Final Product

  Finished Product  This week we have presented our game to the class. During the presentation, Riley talked about the motivation to create the game. He also explained how Enemy AI and Generation of the game works. Mulu talked about the UI of the game and explained how the health and speed boost was implemented in the game. Landon presented about multiplayer of the game and how the game is connected to the cloud server. Alex covered the topic of Dungeon Generation and the problem encountered with the solution. We decided to call our game Rogue Virus.  The final piece of our game was successful. It holds all the futures that we intended to create. Furthermore, the game is educational when the enemies die; they display facts about Covid-19. The game has different enemies that attack the player at different peace and damage point. But the player can heal and speed up if it takes the health and speed boost. In the multiplayer mode, one player would be a winner, and another one becomes loos
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Week 12 and 13

Development on the Project In these two weeks, we have added new futures to the game. Landon is has been working on multiplayer. Alex has been working on room generating, Riley has been working on sound effects and covid-19 fact displaying inside the room. Finally, Mulu is working on health and shield boost.  The above futures will be included in the final product demo.

Week 11 - Demo week!

 This week we presented our first demo to the class. We combined all the work we had completed up to this point into a single demo branch. We had room generation by Alex, the player controller by Landen, UI from Mulu, and enemy AI from Riley. Overall, we believe that are project did well during demo day. 

Week 10 - Room Generation and Enemy AI

Highlights of week 10 include complex room generation and enemy AI control.  Using a random number generator, rooms are created into branching sections that generate a new layout each time the game runs. We also have some very primitive AI that will be used to chase down our player With the first demo coming next week, the crunch time is real!

Week 7 and 8 Update

 For the past two weeks we have been making more progress in this game project. First, we all decided to split focus and look at some different pieces that we need to put together:  Landen decided to work on player movement and basic abilities, Riley decided to work on enemy movement and behaviors,  Mulualem decided to work on room layouts, and I, Alex, decided to work on basic random level generation. So far we've seen some good progress. The player character currently is able to move around a 3D space with the camera following it, and is able to shoot projectiles that stop after a set distance and don't go through walls. Basic enemy mechanics are nearly finished, and room layouts along with level generation will take a good chunk of time as there is a lot of work to be put into it.

Week 6 Update - Project Shoveler

This week has been more slow progress, as focus has mainly been put on finishing tech tutorials to present to our class for the week, along with focusing on individual project. Mulualem and Riley made more progress with using Vivox, and managed to create a system where two users could connect and send messages. Of course the implementation involved several very barebones features, and this was mainly created as a way to get familiar with the assets before using it in our project. Besides that, still slow progress this week. Hopefully more interesting blog posts in the future!

Week 5 Update - Project Shoveler

 One of the main things we've aimed to do this week was just get generally more used to the Unity environment, along with aiming to understand how our previous knowledge of using programs like eclipse can be adapted to work with Unity's systems.  We also split into teams of two, with Riley and Mulualem researched ways to connect two users together and allow them to send their current scores of their run of the game on a leaderboard, along with making some sort of text chat between the two users. They ended up with a free asset called vivox, which is a premade asset that allows two users to communicate via either text chat or voice chat. Meanwhile, Landen and I, Alex, looked into how path-finding AI's work in Unity in order to use them for enemy movements in the game. Using unity's NavMesh feature, you can create a walkable area that an object attatched with a NavMesh Agent then knows it can walk on. The object then can move to wherever you set the destination point, suc