About the Game, About the Alpha

Wave Link  is a relaxing exploration diving experience. With unique tasks (like hoop racing and photo taking) to experience in over 5 areas around the Maldives, which is one of the 5 countries which the player can dive. Players will embark on a relaxing journey under the sea and learn about the wildlife, diving protocol and famous landmarks. For their 4th year project, the members of Two Many Cooks are developing the first dive for this game which is set in the Maldives. This is being developed in 3 iterated releases: Proof of Concept, Alpha, and Beta. 

The Alpha release presents an experience which is very close to the intended goal, with only minor tweaks and development tasks remaining. This release sees:

  • Improvements to core mechanics.
  • Re-design of level layout.
  • New (and newly textured) models.
  • Sounds and dialogues added to the game.
  • Animation of fish.
  • AI implementation of Artificial Intelligence to fish.

Core Mechanics

The following improvements and additions have been made since the Proof of Concept release:

  • Tweak all the core mechanics.
  • Remove all unnecessary mechanics.

 

For more information, see Lukas's portfolio for more details:

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Environment Design

The following improvements and additions have been made since the Proof of Concept release:

  • Re-design of landscape to look like new game map.
  • Fix areas or paint areas which is effected by reshape of map.
  • Populate map.

 

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Level Layout

AI Programming

The following improvements and additions have been made since the Proof of Concept release:

  • AI that has a spread in it.
  • A work in progress version of a player detection function for the AI to use.
  • Finalized (Alpha Version) of all of my current AI's (Eel, Crab, Anchovy).
  • AI for a Crab.
  • AI for an Eel.
  • Improved Anchovy AI
  • A rare creature type of AI (Uses the older version of the Anchovy AI).

 

 For more information, see Andrew's Portfolio:

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Agile Process

In response to supervisor feedback from the Proof of Concept release, our Scrum strategy was amended to break tasks down into more granular stories. The Alpha release comprised of:

  • 3 week-long sprints
  • 180 hours completed on estimates of 150 points of work
  • 60 hours per week, average (12 hours per member per week, average)

The Alpha backlog was filled the day of our Proof of Concept. To construct the backlog, the team met on a skype call that night to discuss the major components, and the state we hoped they would be in by Alpha. From here we formulated tasks, then broke those tasks into stories.

 

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Alpha - Walkthrough

Menu and UI

The following improvements and additions have been made since the Proof of Concept release: 

  •  Fix all functionality of our menu.

 

For more information, see Andrew, Lukas and Padraig's portfolio for more details:

Major Role:

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Minor Role:

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3D Modellings

The following improvements and additions have been made since the Proof of Concept release:

On the modelling side:

  • Make more fish models.
  • Arm models.
  • Make Broken WWII Japanese Fighter Bomber.
  • Make more corals.
  • Make Sunken WWII British Loyality.

 

On the animation side:

  • Pivot Painter on seaweeds.
  • Animate Fish.
  • Animate Crabs.

 

For more information, see Sean, Lukas and Cormac's Portfolio:

Major Role:

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Minor Role:

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Seaweed with Pivot Painter

Sound

The following improvements and additions have been made since the Proof of Concept release:

  • Edit underwater sounds.
  • Found voice actor and record them.
  • Implement dialogues, underwater noises and songs.

 

For more information, see Padraig's Portfolio:

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