NUTRIBOTS
The Nutrition Based Video Game
Development was split into two different phases.
The first phase consisted researching the information necessary to create this game. Professor Laura Avila and Jennifer Nolz provided quizzes and books given to the nutrition courses taught within Glendale Community College. It was decided during this phase that the game would focus on Carbohydrates, Proteins, and Lipids. Due to this decision, the location for this game would take place within the body of the small intestine, where digestion of those macro-molecules takes place and nutrients are absorbed. |
|
|
Programming Side - Jessica Armstrong and Santiago Quinio
Programming for this began on June 2016. From June to August, Santiago Quinio programmed character movement (i.e. moving left, right, forward, back, and jumping), collecting items, and scene switches which allowed players to progress to the next level. During this stage of development, there were no models or maps in place so 3D cube models were used as a replacement. From August 2016 to December 2016 , Santiago Quinio worked alongside Daisy Nolz and Austin Martin to implement models into the game. A rough demo was presented to Yoshihiro Kobayashi in order to gain feedback on the current build of the game. From January 2017 to April 2017, Jessica Armstrong and Santiago Quinio worked on a demo implementing concepts from the given feedback on December. Every few weeks, a build would be presented to Yoshihiro Kobayashi to gain further feedback on the development of the program. Development shifted to program interactions with the different non-playable characters, creating a graphical user interface (GUI), and getting feedback from those willing to be beta-testers of the game. On April 2017, development shifted again to focus addressing the problems of the game's build when beta-testing. This included making an introduction page notifying the player what the story is for the game, lowering the character speed, adding sound effects, and decreasing the mouse sensitivity. |
Artist Side - Austin Martin and Daisy Nolz
Visualizing any concept starts with gaining an understanding of that concept. So, the artistic process started off with pouring through our text books for reference and facts that we wanted to include in the game as well as creating characters and game scenery.
|
|