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Runtime is a 2D game lending itself to a few genres, namely however, it's a side-scrolling platform-runner where the main objective lies in outlasting the force chasing you from behind. Contextually, Runtime is based upon you as the player controlling a computer virus as you dive into the fast-paced and deadly world of the computer you seek to infect. However, the road to complete computer domination is not likely to be in a straight line. You will face obstacles, puzzles, and perhaps most importantly, the computer's relentless and destructive antivirus chasing you every step of the way. Get caught on a coolant spill, and you might as well be dead. Trip on some loose wiring and risk being sucked into the ominous and ever-encroaching void. Run all you want, it's only a matter of time.
Runtime was produced solely by the members of Internal Studio 4, under the guidance of our tutor, Amraj. The studio was split into five teams, the details of which are below:
Team 1 | Jack (@37JackHirst) |
Jennifer (@jennifer-min) |
Jesse (@Jesseable) |
Kevin (@Kevin-Au-Duong) |
Dannie (@aA-86) |
Gabriela (@gabnicolenath) |
Team 2 | Jiaxin (@jessie-707) |
Bryan (@bryan-storey) |
Advaith (@advaithsuresh23) |
Kyle (@RainbowGamer707) |
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Team 3 | Anthony (@scahill17) |
Matthew (@MatthewIsblind) |
Anton (@surelyitsanton) |
Michelle (@michellecheng1) |
Zhaowei (@ZZWIris) |
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Team 4 | Brianna (@bjon26) |
Nicole (@nic-mcg) |
Isaac (@ReardonI) |
Noah (@NoshDosh) |
Ari (@AriBowe) |
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Team 5 | Finn (@finnbutler) |
Aditya (@Airo1011) |
Shirin (@ShirinNI) |
Sophie (@SophieAtkinson2411) |
Harry (@hts0) |
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With a total of 25 students, we had a mostly even split of design, and programming-oriented team members. Through regular in-person meetings during the studio sessions, and (mostly) professional discussions on the studio's Discord server, we were able to bond and grow as a team during the design and implementation of Runtime. It is our honest opinion that regardless of differences in opinions throughout this process, we have produced a game that is interesting and fun to play - and the only thing that really matters is that we felt the time taken to do this wasn't a waste.
This wiki is intended to act firstly as a landing page for prospective players of Runtime, to provide them with the necessary information so that they might make an informed decision on whether this is the game for them. However, in a more detail-oriented light, this wiki acts as the bank of our studio's acquired and implemented knowledge. This is the place where every tiny detail of Runtime's development and implementation is visualised and explained by the same student's who were responsible for creating it.
Your main navigation through this wiki is the Table of Contents to the right-side of this (and any) page. This table has six main sections, each one encompassing an element of the game's design, testing, or coding, with summaries of each sprint included as well. On top of this, there is a wealth of retired knowledge located in the "Defunct" page, for which each page has been updated or built-upon, but may serve useful to hold onto for a while longer.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)