VRTA/BRAE
About
By Cameron Vong, Nick DellAquilo, Justin Xiong, Justin Li
THE SPINE HAS BREACHED CONTAINMENT. THE SPINE HAS POSSESSED A BODY. THE SPINE IS FLEEING THE CITY.
DEVLOG
VRTA/BRAE is a platformer with a spine. Inspired by run and gun style 16-bit games, created in 3 weeks, and polished for a midterm assignment.
Sprites and visuals by Justin Xiong, Cameron Vong. Music by Cameron Vong. Sound effects by Cameron Vong. Level design and codebase by all members.
- Week 1
- Repo created, basic animations were created, and overall themes and inspiration were contributed.
- Repo contained player and enemy code, as well as the basic mechanics of the platformer.
- Week 2
- Beta due.
- Sound effects were created, background music was brought into the world, and visual themes were delved into further.
- Original backgrounds were created by using open source pixel-art Javascript libraries to modify photos taken by Cameron.
- Fleshed out platform types, level design, and debugging
DEVLOG 2
- Week 3
- Final deliverable
- In GameJam type fashion, things came down to the wire. Fueled by caffeine, adrenaline, and a dream, VRTA/BRAE came to life.
- CHALLENGES
- Midterm Szn took a toll
- Collaboration was slowed
- Caffeine stocks are on the rise
- Git with the times!
- M e r g e E r r o r
- Everyone knows that feeling :(
- Reinforced consistent pushes to prevent massive data loss
- Level builder? I hardly know her!
- Fixing key bugs in crunch time made it difficult to build levels
- Midterm Szn took a toll
- Improvements
- More diverse music / sfx selection
- Weapon variety
- Issues with shooting mechanic led to repurposing
- Simplified gameplay in effort to increase quality
- Add more enemies!
- Who doesn’t love a (good) bad guy
- Final boss fight
LESSONS
- Crikey, fail early and fail often
- It’s a lot less painful to debug when it’s not mission critical
- Roles - not just a type of bread
- Make sure everyone knows what they’re doing, before they’re doing it
- If you build it, they will come
- Getting the ball rolling is the hardest part
- Find time to have meetings and discuss progress
- Bouncing ideas off of one another speeds up development
SUCCESSES
- Slide / dodge mechanic
- Animations – Props to Justin!
- Grind never stops
- Level design, controls
- Emotional support
- I think we all need a nap
- Or maybe another coffee
- Perhaps both
- Not accidentally causing the destruction of the known universe
- It’s the little things that count
It's been an honor working on VRTA/BRAE, we hope you'll come back.
*ba dum tss*