Fruut Wars Action

My Role

My role in the project was very broad due to the small team size. Half of the programming work was assigned to me, but I took a focus on gameplay logic.

  • Brainstorming and taking charge of the game design
  • Creating the health component.
  • Creating the energy, dash and shield logic.
  • Creating the Powerups.
  • Creating the "Tile shaking" and "Tile sinking logic".
  • Implementing the Animation Blueprint logic.
  • Creating "Dr JalapeƱo", "Lady Melon" & "Commisioner Potato"
  • Creating "The Corn Minigun", "The Lemon Bomb" & "The Coconut Ball".
  • Implementing the HUD".

Weakly Dev

My Experiences

Fruut Wars 1

First week: Moving & Shooting

Week 1: When starting our project, we chose to first create some base classes that functioned as blueprints for the rest of the game to come. I started to work on the healthcomponent and a simple gamemode, as my teammate took the movement and shooting on his plate.

Fruut Wars 2

Second week: Powerups

Week 2: Next came the programming of the powerups, as besides shooting they were a fundamental part of the game! In order for me to create the powerups, I needed to write the logic for energy, dashing and shields.

Fruut Wars 3

Third week: Tiles

Week 3: At this point in our game, we had gotten some of the art assets already, so we could change from a boring little box level to an actual pretty and funtional level. But this also meant that I needed to start working on the environmental effects of tile shaking and tile falling.

Fruut Wars 4

Fourth week: Death

Week 4: With tile sinking in place, it was time to make our player killable, it wouldn't be much of a shooting game without it. One of the ways for the characters to die is by falling off the map, and as the map gets increasingly smaller, it also gets increasingly easier to fall off.

Fruut Wars 5

Fifth week: Animations & HUD

Week 5: At the start of week 5, we were already quite deep into the project, and art came rolling in with it, including a new character and animations! It was my job to implement these and make sure that they blended nicely! On top of that we also added a HUD, so that the player can see their bullets, health, shield and energy!

Fruut Wars 6

Sixth week: Weapons!

Week 6: In this week, the production phase was coming to an end, so it was time for us to polish the gameloop and add much functionality for the game to be as fun as possible! I took care of adding 4 new weapons, the Corn Shotgun, Grape Minigun, the Coconut and the Lemon Bomb.

Fruut Wars 6

Week 7 & 8: Polish

Week 7 & 8: With the production phase out of the way it was time for the final step, polishing. In the next two weeks I mainly took care of a lot of bugs that popped up during production, but I also refactored the HUD to be more visible and less overwhelming in information. I also added tons of sounds and particles to existing weapons and powerups!