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documentation.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RIT Idle Documentation</title>
<link rel="stylesheet" href="css/documentation.css">
</head>
<body>
<header>
<h1>RIT Idle Documentation</h1>
</header>
<main>
<i class="hidden">any</i>
<div id="concept">
<h2>Concept</h2>
<p>This is an idle game where you play as a RIT freshman majoring in GDD. You “enroll in” classes (levels)
to do
exercises (enemies) of different levels, gain experience and tiger spirit. To beat the game, you must
finish
all your bachelor classes. </p>
</div>
<div id="genre">
<h2>Genre</h2>
<p>Idle, Adventure, RPG</p>
</div>
<div id="platform">
<h2>Platform</h2>
<p>Desktop web. 1600x900</p>
</div>
<div id="story">
<h2>Story</h2>
<p>The idea is to enjoy the gameplay, so no story included.</p>
</div>
<div id="aesthetics">
<h2>Aesthetics</h2>
<p>Pixel and simplistic arts (simple shapes)</p>
</div>
<div id="gameplay">
<h2>Gameplay</h2>
<p>The only control needed is the Left Mouse Button. The player makes decisions on which class to take (one
at a
time), which ability to practice and different classes benefit from different abilities. They can
purchase
ability upgrades as a multiplier on the ability value with tiger spirit. Higher levels unlock more
powerful
upgrades and more demanding (also more rewarding) classes. Each class has a problem-solving speed cap,
restricting the max gain from a certain ability.<br>
At a certain point of the game, the player will unlock “déjà vu”, which can restart the journey with a
boosting factor based on their total exp earned. Engaging in the game gives extra rewards but the player
can
literally “idle” through the game. Going offline also gives rewards based on time.
</p>
</div>
<div id="mockups">
<h2>Mockups</h2>
<figure>
<a href="images/Mockup1.png" target="_blank"><img src="images/Mockup1.png"
alt="Game basic interface"></a>
<figcaption>Game basic interface</figcaption>
</figure>
<figure>
<a href="images/Mockup2.png" target="_blank"><img src="images/Mockup2.png"
alt="Game main menu mockup"></a>
<figcaption>Game main menu mockup</figcaption>
</figure>
</div>
<div id="screenshots">
<h2>Final Work Screenshots</h2>
<figure>
<a href="images/screenshot1.png" target="_blank"><img src="images/screenshot1.png"
alt="Implemented game interface"></a>
<figcaption>Implemented game interface</figcaption>
</figure>
<figure>
<a href="images/screenshot2.png" target="_blank"><img src="images/screenshot2.png"
alt="Offline rewards"></a>
<figcaption>Offline rewards</figcaption>
</figure>
</div>
<div id="process">
<h2>Project Process</h2>
<p>I spent around 40 hours on this project while my time schedule is quite tight this semester (perhaps the
same for others), but my efforts paid off.
I had this idea because I've always loved idle games. NGU Idle, Trimps, Melvor Idle, or some good old
others... <br>
So I planned out the gameplay first, which is the focus of an idle game. A game of such
genre
can have simple graphics, no sounds and even poor instructions, but musn't no fun. Then, I made the
general layout - where the sections should be, and there must be a nav bar... Later, I step by step
coded corresponding classes and add visuals.<br>
New ideas bumped out as I was working so I was able to detail each aspect. In the order of
attributes - save/load(IO) - classes - upgrades - info board - combat scene (popups) - pause -
reincarnation, I had an uneasy but clear path. Finally, when the game is at the status of playable, I
improved the feedback prompts so they won't be misleading or confusing. The visuals have been progressly
built up because I had enough time to look at it. I feel good about this experience. Honestly, I enjoy
this game.
</p>
</div>
<div id="sources">
<h2>Sources</h2>
<dl>
<dt>Travis' and Sten's photos</dt>
<dd>
<pre><a href="https://www.rit.edu/directory/tmsigm-travis-stodter">Travis RIT</a> <a
href="https://www.rit.edu/directory/semigm-sten-mckinzie">Sten RIT</a></pre>
</dd>
<dt>HumbleBundle SFX Assets (paid)</dt>
<dd>Hard to cite because they always take expired bundles off the shelves.</dd>
<dt>Images</dt>
<dd>I drew the combat window background according to the PokeMon combat scene.<br>Upgrade images are
searched through Google.</dd>
</dl>
</div>
<div id="features">
<h2>Features</h2>
<p>Well-structured codes, reincarnation, offline reward, friendly user interface, smooth transitions,
immersive visuals, enough audio feedback, snowing/raining background animation</p>
</div>
<div id="howIMetTheRequirements">
<h2>How I Met the Requirements</h2>
<p>Well... Really? HTML/CSS verified - valid and semantic.<br>
Images are optimized with Photoshop and properly
sized.<br>
Sound is used. Utilized different fonts and
weights.<br>
Functionality is decent and considerate with thorough play tests - thus no JavaScript errors or
exceptions. <br>
Pleasing graphics, straightforward user interface...Easy to play and addcitive.<br>
Works
perfectly with small resolutions (not truly responsive but scales.)<br>
A mountain of comments and follows
code conventions. Blah blah blah...
</p>
</div>
<i class="hidden">any</i>
</main>
<footer>
<p>Zhao Jin, 2022, IGME-235</p>
</footer>
</body>
</html>