Age of Empires 2: Jigoku Do it’s a real-time strategy game designed for PC. The player will be in control of friendly troops and buildings with the objective of overcome all challenges he faces. Jigoku Do will have three consecutive missions played in the same scenario, each one with a particular objective. Every quest is designed to push the boundaries of the player to the limit forcing him to create new and unique strategies for each mission. The player should use his wisdom and ingenuity to take advantage of the landscape in order success in every challenge he faces.
Age Of Empires 2: Jigoku Do is a tribute to the same original game mixing innovative elements that have contributed other games to the industry. The first referenced game is Diablo 2 since it incorporates part of its theme in enemy troops being these the same demons of the game. As a second reference we have chosen Warcraft 3. In this game we begin to distinguish extraodinary troops and superior to the rest with special abilities that we have based on the incorporation of a final boss to our campaign.
The game will follow the artistic style of the original "Age of Empires II" ("AOE"). For the enemies will be used demons of the game "Diablo", adapting its sprites to the color and tone of "AOE". We will have a medieval oriental environment and a demonic one, which means that all elements of the game based on reality must be as realistic as possible, on the other hand the demons and their elements can be invented due to their non-existence.
Minimum system requirements:
Recommended system requirements:
Knows the team that forms GangBug, you can see the tasks of each one or follow them in their social networks.
For art things I was available for anything that would need to have the programmers ready to make it work, like the map, various sprite sheets, objects, screenshots, buttons and dialog characters. I also took care of all presentations and videos both inside and outside the game. I participated in the parameterization of the units, their characteristics, speeds and animations and carried the map of the GDD to the game itself.
As a leader, when I intervened I did it from the calm, with a lot of left hand, listening to all the parts and trying to find the best solution for the project as democratically as possible. I also suggested quite a few cuts of some parts of the game and several propositions that were coming up, to intuit their complexity or excessive workload to arrive at the dates.
Responsible of the general production of code, ensuring that the code is functional and with a minimum quality standard. My role also included distributing and solving bugs, keeping a clean repository on Github and clean up any memory leaks. You can find the initial TDD (Tech Design Document) here.
Aside from those responsibilities, along our project I carried out the following tasks:
I am in charge of establishing the production plan of the game. Assign the tasks to each team member, content planning and possible contingencies; In addition to controlling the timing of the equipment. You can consult the production plan here.
Here you will find a document that shows the control of times and tasks of the equipment.
In addition to all of the above I have participated in practically all areas of work as you can see in the chart.
For example:
What I have done?
I tried to be as much as proactive as I could be. When someone of my team asked me for help i tried to help them.
In charge of the game design document of Age of empires: Jigoku do where you can find the design philosophy of our videogame as well as its core gameplay. You can check the document here.
Apart from this game design document I have been heavily involved in programming our videogame, doing meaningful contributions at:
I spent most of my time programming and designing our game taking into account every challenge we have encountered. My approach designing the pillars of the game was to make a challenging but satisfactory gameplay. In the programming environment I was under command of our lead programmer Adrià following as precisely as possible his instructions to ensure the best quality possible for our game.
Responsible of the game quality ensuring the game achieves a minimum standards. Responsible of the bug finding and the organization of all the issues found, everything has to be checked before moving on.
Check the QA plan here.
Apart from my role responsibilities I cleaned and adapted the base code provided by the code lead to a uniform code style and improved the basic system with several improves and good practises. Also adapting some containers to std ones such as some “p2String” to “std::string”.
I also prepared a base entity system with a hierarchical organization with its own rendering pipeline to focus the child's entities on their specific functionality and avoiding the scene handle all the functionality of the game. Apart from the code, the system was provided with a simple documentation and a guide for the team to understand it and be able to use it.
As an art manager in this project, I have been dedicated to generating artistic content for both the game and the studio. At first design the GangBug logo with all its different possibilities for the publication of the same in different supports and devices.
I had to develop the bible of art and audio, it defines all the details of how the elements of the game should remain, not only in the art section but also in the technical one.
Extract the textures, animations and sounds of the game, then realizing their SpriteSheets and their parallel files for proper implementation by the programmers.
In some moments apart from making art I have dedicated a little time to social networks and try to solve some bugs.
Finally I have dedicated to the development of the web, this one you are browsing, I hope you like it :)
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