Our team completed the set up of the Trello, which is where we picked out all of our roles in the Development of the Game.
We discussed some game ideas for the game. One of our ideas was a rhythm based game or even one based around Roguelike Dungeon.
We discussed some possible names we would use for our group. We all agree Wii Can't Code was the best name for our group since it was our first game we all ever made and new to the GameMaker Software
We talked about during our Zoom and had a poll about who was going to be the president of Wii Can't Code. Jeevan and I were the only ones to volunteer. Our poll results point to Michael for the president.
We created the GitHub Repository to store our game file so everyone can access the game file and make the necessary edits needed.
We talked about how the we were going to do our rooms. The discussion of adding armor and effects that we may use in the game. We also discussed what types of slimes we could use for each level. We also talked about a card system in place in and a damage system.
We decided on everything from the classes of the of the warriors to the story line of the game.
Our games story line was completed and made by Andrew.
We decided when we started to work on the game to switch to Google Drive for sharing the game file. We thought it would be easier but we switched back to GitHub since it was better than Google Drive in the future.
We decided on making Aiden the main coder of the game and editing the main file on Google Drive. Liam was assigned to work on making music for the game that would fit into our games theme. Andrew was assigned to work on the artwork of the game like the tilesets and the slimes. Jeevan and Michael were assigned to spend more time learning how to code in GameMaker so Aiden could have some extra help with coding the game.
Andrew got right to work on slimes that we used in the game. He made a green and gray slimes that we used in the game.
Andrew made a rough draft of a character that may be used in the game. Liam made the music that will be used in the game.
Andrew made some brown, ice, blue, purple, white, and dark green slimes.
Andrew worked to make concept art of one of the rooms. The rooms that we made were built off the similar idea Andrew had when he made in the concept.
We decided that switching to GitHub would make it much easier for everyone to work on the project at once. It's was good choice in the long run for us to make the switch.
Michael was assigned with making all the rooms need for the game. We decided on as a group to have at least 10 for the game.
Aidan went through and add the music Liam made. He also added in some for preparations for creating more rooms for the game.
As a team we decided to a program called Bitmoji for our team photo since may of our team did not want a picture of our face for the team photo. One person on our team did not want to use Bitmoji so he will be using his profile picture he uses.
Andrew completed the final character design.
Andrew worked on a few mock up logos. Most of them were the same design wise but we like this logo the best out of all of them.
Michael began work on the website.
We decided as a team to use our story line as our game summary
We started working on the rooms for the game. Michael ended up getting 5 rooms done that day but still had 7 more to do.
Michael finished creating all the room.
Michael messed up the rooms on designed them and fixed them.
Andrew made our logo for Slimeageddon.
Aidan and Jeevan both finished the coding of the game. So after months of hard work the game was completed.
Michael edited together the team photo.
Michael edited together the Game Poster.
We got the web playable version of Slimeageddon to work. Click the image to visit the website for the game or just click here.
Aidan completed his work on trailer for the game he worked so hard to make.
Michael completed the making of video.