- Flavor Monsters
- Flavor Monsters is the third videogame I have worked on thus far and the one I am most proud of so far. It is a base-defense game centers around protecting a special landmark in 1 of 6 territories that take place across the U.S. . It was a huge step in a different direction of our time in several ways from the development process to the tools we used and more but its been an awesome experience and I feel like due to it i am a better developer now .
Aside from the generic screens ,such as the pause menu or the fact dialogue, I did not plan or design any of the art for these menus . Almost everything was the product of the client or our in-house 2D Team however I had the pleasure of making everything shown function in-game .
- Flavor Monsters has been pretty awesome for me this is the first game where the things i have worked on are front and center "main attractions" mainly in the main menu and the field manual. For the main menu I worked on everything from positioning the buttons , vignette, and logo to actually creating the background scene with the camera rotating around the stripped-down city .
- Another very fun and first time experience I had was creating user feed back such as buttons expanding on the players touch . This led to me writing a script with public fields for tweaking the expanded size parameters ( as well as the initial size parameters) and testing it on buttons in several different areas of the game. For m this was the first time i felt I really got to get a feel for the " User Experience' portion of my job. Though a very overlooked portion i do believe it is one of those subtle details that make a game more accessible to player. In the above screenshot you can see the left blimp button has expanded slightly larger than the right one in addition to lighting up.
- Much of our game runs off a Events-driven system established by out lead programmer, the core component of the visual / UI-side of this system revolves around the instantiation of dialogs which are essentially prefabs with expanded functionality. In this example our loss screen is a dialog which is called using the event system and from that dialog on touch we instantiate the fact prefab . For a game like flavor monsters where there is a predetermined order and series of displaying and removing these dialogs the event system is key .
- I created several of the dialogs , not many involving messaging but many of the ones activated while browsing through menus . The pause menu is one of those generic dialogs i worked on . i think the most special thing about it was it was one of the earliest dialogs in which i linked the touch of in -scene objects to actual script functions such as making the quit button return to the main menu or resume dismiss the pause menu. simple most definitely , but really was the base of the rest of the work i did for the rest of he game's developement.
- Not only is my name listed in the credits ( See !), I actually composed the credits dialog along with the EULA and TOS as well as the base options menu dialog.
- The field manual itself is a combination of dialogs and a special prefab loader class that loads and destroys prefabs according to their selection with a manager class. working on it was a lot of fun and thanks to our Lead programmer I was able to make it not ony function excellently but also make it look pretty nice as well I think.