Source Codes

This section documents our source code at different times in our project. To learn more about how our game evolved over time, click on the appropriate links below.


Alpha Playtest: here

Beta Playtest: here

Final Playtest: here

Final Release: here

Dev Log and Playtesting

As we progressed through our project, our team members worked on different aspects of the game every week. Although the general development of our game is explained below through the reports, click here to view the detailed development log.


Most of our playtesting was done by our peers, CSS 385 students. We went through four playtesting stages -- Alpha, Beta, Final (part 1), Final (part 2). This section documents our findings from each of these stages.

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For our alpha playtest, we had all the basic mechanics ready. We had worked on the player, weapons, health upgrades, map, and all enemies (except the boss). We also included gamepad support to make our game more interesting. Below are some of the common observations from our Alpha playtest.

  • Mechanics:
    • Movement was excellent
    • Dodge needs a cooldown
  • Map:
    • Good area to explore
    • Needs better lighting
    • Background needs to be different
    • Mini map would be helpful
  • Enemies:
    • Good diversity of enemies
    • Smaller potato enemies need a nerf
  • Gameplay:
    • Good animations for characters
    • Need an objective/ storyline
    • Difficulty is not beginner friendly
    • Need tutorials at the start

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For our Beta playtest, we tried our best to incorporate as much feedback as possible, but we could not implement everything that we wanted. That said, we made a lot of changes like adding a dodge cooldown, fixing the lighting, changing the background of the map, adding tutorials to the game, and nerfing the enemies to make the game beginner friendly. We also implemented additional features like the reload mechanic, a main menu, and balanced weapon drops. Below are some common observations from our Beta playtest.

  • Mechanics:
    • Good dodge cooldown time
    • Need to implement auto reload mechanic
  • Map:
    • Lighting is better than alpha
    • Mini map would be helpful
  • Enemies:
    • Indication of damage would be helpful
    • Death animation for enemies would be cool
    • Enemy quantity needs balancing in the boss room
  • Gameplay:
    • Tutorials were helpful but it would be great to turn them off when not needed
    • Need an objective/ storyline
    • Bug fixes with main menu and pause menu

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Based on the feedback from beta testers, we had a lot of work to complete. Our final playtesting was done in two parts. For part 1 of our playtest, we tried to incorporate all the feedback we were given. We implemented the auto reload mechanic, added a map, added damage indicators for the characters, added death animations for enemies, added unload optimization systems, fixed menu bugs, and added a storyline and a credits scene. Additionally, We implemented other features like dynamic camera control, a new light saber weapon, gamepad aim assist, added background music and gun sounds. We also included a settings menu to further support optimization through which the players could control features like the resolution, full screen mode, graphics and tutorial controls, and sound and music controls. Below is the report of part 1 of our final playtest.

  • Mechanics:
    • Good auto reload mechanic
    • Good aim assist for controller
  • Map:
    • Helpful map
    • Player position on the map would be more useful
  • Enemies:
    • Good indication of damage
    • Good death animations
    • Boss healthbar would be useful
  • Gameplay:
    • Good intro and credits scene
    • Good sound choice
    • Dodge cooldown indicator would be helpful

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For part 2 of our final, we tried to incorporate all the suggestions and polished our game. We added features like the boss health bar, a dodge cooldown indicator, boss death animation, and death sounds for all enemies. This is the latest release version of our game which we also submitted as the final deliverable.


Most people enjoyed the final release version of our game (here). It was a huge success and we would like to thank all the playtesters who helped us better the game. This game would not be the same without your valuable feedback. Thankyou.