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Review Editions #314

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Original file line number Diff line number Diff line change
Expand Up @@ -7,8 +7,8 @@ card_image = "logo.png"
card_description = "Introducing the Mobile Multitouch Multiplayer Project - Spike Shielders: Dive into the jungle with Bobola and save the day!"

team = ["David Voetterl", "Aidai Kalmamatova"]
supervisor = "Tobias Lenz"
draft = false
supervisor = "Prof. Dr. Tobias Lenz"
draft = true
+++

This innovative game challenges players to collaborate on tablets, exploring the limits of multitouch and multiplayer dynamics.
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18 changes: 13 additions & 5 deletions content/ws23/bachelor/b2-mobile-multitouch-multiplayer/gameplay.md
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@@ -1,18 +1,20 @@
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title = "Gameplay"
weight = 4

weight = 2
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{{<section title="Bringing Bobola to Life">}}

It all started with a sweet idea - a cute main character, and you, the player, saving it. No time to waste, so we jumped into Unity, made our main character, Bobola, and got into coding. Urgency was our guide to keep things moving.

{{<image src="first design.png" alt="">}}
{{<image src="first_design.png" alt="">}}
{{</section>}}


{{<section title="Bobol's Story">}}
{{<section title="Bobola's Story">}}

To make the game more engaging, we introduced falling objects to save Bobola. Originally, we planned to use coconuts, but we stumbled upon spike shields in the Unity Asset Store.

Bobola's original Enchanting Tale:
Expand All @@ -29,9 +31,15 @@ As time passed, we couldn't replace the spike shields with coconuts, but that's

Now, we wanted everyone to enjoy our game together. So, we decided to make it multiplayer. We divided the screen in two and created a smart counter, counting clicks for each player.

{{<image src="unity counter.png" alt="">}}
While trying to make our game work well for mobile players, we faced a tough challenge: getting multitouch to work. Our goal was to allow multiple touches on the screen at once for multiplayer gaming. We searched the internet for ideas, but finding the right code for both multiplayer and multitouch was tough. It tested our determination and problem-solving skills.

After several rounds of trial and error, we came up with a promising solution.

We stored all touches in an array for multitouch. For multiplayer, we used game objects assigned to each player. So, when a game object got destroyed, we knew which player to count it for.

{{<image src="unity_counter.png" alt="">}}

{{<image src="unity screen division.png" alt="">}}
{{<image src="unity_scr_div.png" alt="">}}

{{<image src="altogether.png" alt="">}}

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@@ -0,0 +1,42 @@
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title = "Tech Stack"
weight = 1
+++

{{<section title="Project Management">}}

In our project toolkit, we used various tools to keep things organized and clear. Notion was our main hub, providing flexibility along with the helpful Education Abo Option. Google Apps, such as TaskBoard for daily tasks and Calendar for sprint scheduling, helped us stay on course easily.

To see our progress visually, we created a lively Miro board connected to our Gantt Chart, adding color and energy to our project tracking. And when it was time for Showtime Preparation, Confluence was our reliable guide, making sure every detail was in the right place.

{{<image src="project_management.png" alt="Apps for Project management: Notion, Google Apps, Confluence, Miro">}}

{{</section>}}


{{<section title="Communication">}}

In the world of project communication, keeping a smooth flow was crucial for our progress. We usually had our sprint meetings with Supervisor Prof. Tobias Lenz at the university, which allowed for direct communication and quick updates.

When faced with disruptions like strikes, bad weather, or holidays, we switched our communication to platforms like WhatsApp and Discord to maintain continuous connection and exchange information. For collaborative work and screen-sharing, we relied on Zoom, making teamwork and shared insights more effective.

{{<image src="communication.png" alt="communication apps: Zoom, WhatsApp, Discord">}}

{{</section>}}


{{<section title="Development">}}

In the world of game development, we used Unity as our main platform to create our game. We harnessed the strength of C# coding and used Visual Studio Code for detailed programming tasks. For smooth collaboration and version control, we depended on Git and GitHub to manage and share our code with each other.
{{<image src="development.png" alt="Development Tools: Unity, C Sharp, Git, Visual Studio Code">}}

{{</section>}}


{{<section title="Design">}}

In our design work, we focused on creating characters using Photoshop, along with additional design elements from the Unity Asset Store. Building the website required us to use Markdown and Hugo as our design tools, which helped us achieve a stylish and visually appealing online presence. For presentations and other design tasks, we used Canva to add creativity and finesse to our visuals.

{{<image src="design.png" alt="Design Tools: Photoshop, Canva, Hugo">}}

{{</section>}}
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