Shattered Ties
So you want to know what college taught me huh?
So you want to know what college taught me huh?
This is Shattered Ties , a senior project created by myself ( Jonathan Jennings), Justin Briones, and George Edwards together we call ourselves 420 games studio ( Website still under construction) .
Shattered Ties is an Action RPG featuring five levels, five bosses, 4 weapons, a leveling system and numerous hidden secrets throughout. It took us 17 weeks to develop using the June 2011 build of the Unreal developement kit . Justin was in charge of the core gameplay programming , the HUD, and 3 of the maps ( Toshi No Ame , GloomWood, co-developed PleasantVille). George was our Creative director and really developed the backstory of our game as well as developing numerous sounds ranging from our main title theme to the sound of the sword slashes , boss music, and other ambient sound effects.
My primary role in this project was the user interface programmer and designer and my secondary role Enivronmental artist. Our lead programmer Justin Briones handled the main HUD elements ( health bar, XP bar, level progress) whereas I implemented the loading screens, created the main title screen, death screen, dialogue boxes, an unused inventory indicator , and also was involved in developing two of the maps (Emerald island and PleasantVille specifically) as well as assisting George edwards in making his awesome sand storm effect on forbidden sands.
The main tools I used were Adobe Flash, Actionscipt 2.0 , Adobe photoshop, and at times Microsoft paint .
Shattered Ties is an Action RPG featuring five levels, five bosses, 4 weapons, a leveling system and numerous hidden secrets throughout. It took us 17 weeks to develop using the June 2011 build of the Unreal developement kit . Justin was in charge of the core gameplay programming , the HUD, and 3 of the maps ( Toshi No Ame , GloomWood, co-developed PleasantVille). George was our Creative director and really developed the backstory of our game as well as developing numerous sounds ranging from our main title theme to the sound of the sword slashes , boss music, and other ambient sound effects.
My primary role in this project was the user interface programmer and designer and my secondary role Enivronmental artist. Our lead programmer Justin Briones handled the main HUD elements ( health bar, XP bar, level progress) whereas I implemented the loading screens, created the main title screen, death screen, dialogue boxes, an unused inventory indicator , and also was involved in developing two of the maps (Emerald island and PleasantVille specifically) as well as assisting George edwards in making his awesome sand storm effect on forbidden sands.
The main tools I used were Adobe Flash, Actionscipt 2.0 , Adobe photoshop, and at times Microsoft paint .