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This document presents the key members of the development team behind "Fall of E.V.I.L.", detailing their backgrounds and contributions. The team, consisting of four senior Computer Science majors and one junior, leverages their unique skills in areas like state management, particle systems, and artistic creation. The game embodies fast-paced action reminiscent of classics like Metal Slug and Mario. While the project met its deadlines and maintained a dynamic team environment, challenges such as messy coding and focus shifts were encountered, leading to valuable learning experiences in programming and game design.
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Fall of E.V.I.L. Revision 119 [Brett Hlavinka, Justin Kern] [Drew Reagan, John ‘Skinner’ Laky]
Introducing the Team [Brett] • Senior Computer Science major • Most experience with XNA • Most experience in (large) group projects • Naturally cynical • Elected group leader
Team Contributions [Brett] • State Management • HUD • Animations • Bosses • Screen Translation • Input
Introducing the Team [Drew] • Senior Computer Science major • No previous experience in XNA or C# • Some experience in team-based development • Interested in particle systems and general eye-candy
Team Contributions [Drew] • Particle System • Do not underestimate this • Collision Detection • Player Hierarchy
Introducing the Team [Justin] • Senior Computer Science major • Most artistic ability in the group • Already had software and hardware appropriate for generating artwork • Some experience in team-based development
Introducing the Team [John] • Junior Computer Science & Math major • Interested in algorithms • Author on the side
Team Contributions [John] • Level Generation • Props • Enemies • Backgrounds / Parallax
“explain the game idea” Metal Slug Mario Viewtiful Joe Dishwasher Dead Samurai
“game play” Fast-paced, extreme, action-packed [And other synonyms for intensity] Explosions, Blood, Smoke, Fire [i.e., Particles] Simple Progression [Stages, Levels]
“what went right” • On time, on schedule • Set ambitions ‘just right’ • Team dynamism • Accountabilibuddies • User Study
“what went right/wrong” • Messy code near the end • Focused on content • Focus lost on replayable levels • Shifted to fun gameplay • Poor top-level data management • Level overhead, garbage collection
“what they have learned (if anything)” • Programming paradigms • Balancing parameters with OO • Some good XNA techniques • Level encapsulation / dependencies • Lambda expressions