Individual Roles

Throughout the development of Walter's Winterous Adventure, there was two individuals involved throughout.

Name Role
Jason Alexander Lead Level Designer
Lead Artist
Alan Williams Lead Programmer
Lead Website Creator

Even though each individual shown had lead roles throughout the development of the game, each individual gave their own individual input on each area of work as appropriate.

Development of Game

For the development of the game, there was a development plan of roughly 12 weeks. In this time, the game must be created from scratch using the HTML5 game framework, Phaser. Throughout the weeks, not only did the code for the game have to be produced, but we decided to use our own art assets as well. All art assets that are found throughout the game were made by either Jason Alexander or Alan Williams.

In addition, there was another application used to help with the level design called Tiled. Tiled is a tile map editor created by Thorbjørn Lindeijer that allows developers to create their own maps through free and easy to use software then further exporting to JSON or CSV format depending on how you want it.

Throughout the development of our game, we do believe that everything we wanted to include wasn't included due to faults and errors with the game and time constraints by the time these errors were solved. Not only once, but multiple times, there had been events where we came across frequent errors resulting in a black screen stopping us from being able to appropriately continue. As an example from the development, when applying the collision for the game, this error happened but not only did this happen, it took us at least 2 weeks to solve the problem and finally after lots of debugging and alterations, the error was finally fixed. Some of the features that weren't included that we wished to be included were the addition of phyiscs friction where if the player walked on ice blocks, you would slide appropriately compared to the others blocks that the player collides with. Also, we wanted to add the feature of a snow emitter which was attempted to get added but caused major problems for the frames and caused major constraints on the games performance. Even though these features were not added, we still believe that we have produced an appropriate working game!

Online Assets Used

Throughout the creation of the game, there were certain assets that were used within the implementation of either the art assets or the actual coding itself.

Asset Usage
Snowflake The snowflake was used to help with the User Interface where it was implemented to help create the overall atmosphere and authenticity of the User Interface.
Snow Background The snow background was used to help with the User Interface background where it was also implemented to help create the overall atmosphere and authenticity of the User Interface.
Fontdinerdotcom Huggable This was the font that was used throughout the creation of the User Interface Main Menu and How to Play to respectively fit the theme.
Phaser Examples These examples helped with certain areas of code such as collision with a tile map and character movement along with a variety of other features.