Inspiration

Our inspiration came from Dylan Hetzel's dad, who had a friend who had wrote a similar game in high school using Basic. We added on many more features than the inspiration is said to have, and thought it was a good and unique idea to build off of based on not seeing many other games like it.

What it does

We made the game with the core functionality with an Earth that visually took damage as it was hit, a shield that rotated around the Earth to block asteroids, and asteroids that randomly generated. This was accompanied by an animated background and several menus. We then built on additional features with additional details to the asteroids, another collision animation, stages as time progresses with more difficulty, UFOs, and a spaceship.

How we built it

We built this game using Godot, which was new for three out of the four of us. We learned how to piece together scenes, animations, and many other features. The art and animation frames was also digitally drawn and created by the team. The opening scene was also made in Blender.

Challenges we ran into

For the three of us who have never used Godot before, it was a huge gaming curve. In fact, three of us have never touched game development before. There were issues with learning the mechanics of Godot and how they worked. The most notable were button functionality, connecting signals to scripts, and the creation of scenes as we learned to modularize it and the syntax used. The one of us using Blender had issues and challenges with the complexity of the program while making the start up animation. Our more experienced developer had a learning curve with collisions and dynamically changing textures based on that.

Accomplishments that we're proud of

Our team composition is very inexperienced in game development, due to this we are proud of successfully creating a game that is working with core mechanics and some extra mechanics. We also got to get out of our comfort zones with implementing functionalities that the majority of us were not comfortable with it.

What we learned

For the inexperienced game developers on our team, we learned how to use Godot and/or Blender, the steps it takes to develop a game, and new methodologies of tackling problems that are specific to game development. For our one experienced game developer, he learned how to develop games and projects with a team and learned git.

What's next for Project Aegis

If we had more time to work on this project, we plan to implement a leveling up system. We also planned to make separate toggles for the background audio and the sound effects.

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