With an actual group of programmers and artists, we need to create a 'Couch Co-op/PvP' game.
Working like an actual production cycle, with 12 weeks time.
Making sure that we keep both sides of programmers and artists up to date on the progress.
First time working with Perforce.
Keeping the pace up until the release.
As we decided to focus on a couch PVP game, the concept needed to be very easy to understand.
So we took the approach of throwing out random ideas until one stuck with us.
This happened to be my idea: A game where you fight as eggs to get the most kills within a certain time.
To make my idea clear I added a lot of different game mechanics, of which a lot didn't make the cut.
But as I say it, better to broaden the scope before prototyping phase, so you can cut features if needed.
Because everyone thought it was a good concept we started to think about a name for it.
Of course, the only type of names we could come up with were egg puns.
This started a habit and so "Eggsterminated!" was born, made by team "Eggshausted" a team of 5 students.
Sadly, the code of this project is not publicly available.
There were 2 programmers working on this game, including me.
Throughout the process, we both worked with each others code, so we cannot say who did what exactly.
The only thing that I never touched was the Sounds, while I did the UI on my own.
What I can say about the code, is that we used a lot of inheritance as this was a reoccuring theme.
Also the game being time based, with a lot of cooldowns and events every so ofter, we used a ton of coroutines to keep everything in check.
As for the things travelling between scenes, only the players are kept alive.
I noticed that when marking a player as DontDestroyOnLoad, it would trigger the Player Manager automatically when it entered a new scene.
We had 12 weeks to finish this project up.
The weeks were spent as follows:
Week 1: Brainstorming.
Week 2: Researching.
Week 3 - 4: Prototyping.
Week 5 - 7: Production Sprint 1.
Week 8 - 10: Production Sprint 2.
Week 11 - 12: Polish.
I think these speak for themselves, but we did make devlogs every week with screenshots, gifs, etc of our progress!
If you want to check that out, you can click here!
These 12 weeks were very stressful, yet were so much fun!
As nobody on our group has ever worked in a team for a game, at least on this scale, this was a big experience.
Thanks to our lovely supervisors we got a lot of feedback on everything we need to work in throughout the weeks
While it was sometimes frustrating to get through some challenges, the team was there to keep everyone happy in the end.
Everyone could work on their own pace, but had to stick to methods discussed in the group. That is what made this a very fun experience
The biggest regret I have with this, is that it's just a local multiplayer game.
I got a lot of requests from friends that they wanted to play it too, yet only had friends online, or just 1 controller.
As I love this project with a passion (mainly because I invented the concept), I might find a way to accomplish this later on.
Anyways, if you want to read a bit more in depth about this project, or even play it on your own, check out the Itch.io button down below.
The game supports a max of 4 player local multiplayer, and controller is required. Keep this in mind!
With that said: have fun!