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Asset Work Update

Some concepts in the works, featuring a fireball, a pulsing light, and the tree branch nose (with a flower).

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Battle Blobs' development

The simon says minigame is complete, and all that is missing are some backgrounds and visuals. Work on the blind platformer is underway as well. The first level for the Obstacle Course (Racing Minigame) is mostly complete. We just have to incorporate sound effects that vary based on what the player hits, and also what obstacle they are approaching.  Under Development: Art for backgrounds as well as some animations for the other minigames Music/SFX are being developed for each minigame Additional minigames are also in the works Additional tracks for the obstacle course Winning conditions for the minigames

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Unity Collaborate

Most of the work this week was on making all of the project's files compatible. Lots of reworking systems and scripts. Progress was made on some new mini games as well as testing new ideas.

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Hot Potato Minigame

Progress on a new minigame, playable by blind users. To pass the potato you have to jump and when the timer expires, the last one with the potato explodes.  To do: add sounds to indicate which player the potato is on. 2018-11-12_16-28-47.mp4

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"Bullet Hell" Mini-game Update

This week I added options for up to 4 players. Right now, each player is controlled by the keyboard but support is going to be added for the Xbox Adaptive Controller. I also added a basic sound to the bullets that pans and changes pitch depending on where the bullet is on the screen. For example, a bullet coming from the top left of the screen and moving towards the centre would start at a high pitch sound and drop lower, as the sound also pans from left to right. I also added a temporary sound for the player getting hit. Eventually I want to replace these 2 effects with better sounds, along with adding sounds effects for bullets colliding with each other, and player colliding with each other.  Difficulty now scales over time, so that projectiles are spawned more frequently over the course of the game. An artist on this project, Carlos, made the background for this game. For other visual assets to fit the theme of the game overall, the players will be blobs, created and animated by Janus, another artist on the project. The "bullets" might be displayed as salt or fire balls to also fit into the theme of the game.    Version of the game for fully blind gamers:  With the bullet sound effects in the game, I made a version of the game that should be playable by fully by blind people. It can be played completely with sound cues. Players are able to know where the projectiles are coming from and should be able to dodge without looking at the screen.  In this version, the bullets are always travelling towards the centre of the screen, and get destroyed at the centre of the screen. The player is also "stuck" to the centre of the screen. When the player presses a movement button, the player is moved in that direction. When all of the buttons are released, the player moves back to the centre. This is to keep the players and sound effects relative to the same position.  It was suggested to me to have the sounds relative to the player, instead of relative to the centre of the screen. Then, this version of the mini-game could keep the fun player movement from the original and still potentially be fully playable with only sound cues. I decided to keep the sounds relative to the screen and players stuck in the middle in order to keep the multiplayer aspect of the game. If I had the sounds relative to the player, there would need to be audio channels dedicated to each player, and each player would need to wear their own headphones, which a. takes away from the social aspect of the game, b. would be a mess of physical wires with possibly not enough places to plug in headphones (who has 4 audio jacks?), and c. would be a mess to implement.    My updated to-do list for this mini-game in no particular order: Display lives on screen.  Replace current audial assets. Add more visual and audial assets.  Add support for up to 4 players in the new version of the game.  Redo controls to fit Xbox Adaptive Controller.  Create a menu to select controls/options/customizations.    -Matthew Ierfino  

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Matthew Ierfino (Intro)

Hi! I'm Matthew and I'm primarily a programmer and game designer on this project.  I've been working on a "bullet hell" mini-game. I've been using simple placeholder graphics to get the base of the game done. So far there are grey projectiles that travel in a straight line and white projectiles that attempt to track the player. The bullets explode when they encounter a player or another bullet, and the player becomes invulnerable for a couple of seconds.  My to-do list for this mini-game in no particular order: Display lives on screen.  Add visual and audial assets. Add support for up to 4 players.  Redo controls to fit Xbox Adaptive Controller.  Create a menu to select controls/options/customizations.  I also want this mini-game to be fully accessible for blind gamers. A post detailing how will come soon!    -Matthew Ierfino

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Isik (Intro)

Hello my name is Isik McCallum and I've been working on the sound design for the game

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Alan Wong (Intro)

Hi! My name is Alan and I'm the background artist for our game. I also would like to do some coding.

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BRAKE-THROUGH!

We connected a foot pedal to the XBox Adaptive Controller and it works in our game as an input!

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Introducing Battle Blobs Blog!

Hello! In our first blog post I'd like to introduce the game with a quote from our Game Design Document:    We would like to create a series of mini-games that are able to accommodate a variety of physical disabilities. Our philosophy is that designing around the Adaptive Controller will allow people who aren't able to use a common controller able to play the game. With vision impairment, we are working to add sound cues and high contrast options to each mini-game. We are also working to distinguish game objects from each other using methods other than colour, and adding filters to accommodate for colour blind gamers.  We hope that everyone will be able to play this game, regardless of disabilities.    -Matthew Ierfino

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