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+title = "Mobile Multitouch Multiplayer - Spike Shielders"
+project_id = "B2"
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+# Properties for displaying the project in the project list
+card_image = "logo.png"
+card_description = "Introducing the Mobile Multitouch Multiplayer Project - Spike Shielders: Dive into the jungle with Bobola and save the day!"
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+team = ["David Voetterl", "Aidai Kalmamatova"]
+supervisor = "Tobias Lenz"
+draft = true
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+This innovative game challenges players to collaborate on tablets, exploring the limits of multitouch and multiplayer dynamics.
+Grab your device, tap swiftly, and immerse yourself in this magical adventure. How many fingers can you use to save Bobola and the jungle life? Let's find out!
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+Ever wondered how many friends can join in on the fun simultaneously? Are we capturing all the touchpoints needed for an epic gaming experience? Can we ensure each touch is correctly attributed to the right player? And what about the seamless adaptation to various screen sizes? These intriguing questions form the heart of our Mobile Multitouch Multiplayer Project.
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+The engine behind our game is Unity, a versatile and robust game development platform. Unity empowers developers to craft top-notch interactive experiences for different platforms like mobile devices, consoles, and computers. With Unity, we crafted the graphics, made things work, and brought our game vision into reality!
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+We are a small team of two dedicated IMI Students - David Voetterl and Aidai Kalmamatova.
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+title = "Challenges"
+weight = 2
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+Our journey into game development kicked off with Unity, and it was a learning curve. Understanding the ropes of this platform required time and effort, especially as we shifted from conventional programming mindsets. Yet, the more we dived in, the more we discovered Unity's flexibility and the wealth of pre-packaged tools it offered, turning our initial challenges into stepping stones for growth.
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+In our quest to make games accessible to mobile players, we encountered the challenge of implementing multitouch functionality. Our goal was to craft multiplayer experiences that seamlessly responded to multiple touch inputs. Despite scouring the internet for solutions, finding a platform that supported both multitouch and multiplayer proved to be a daunting task, testing our resolve and problem-solving skills.
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+Our project began as a duo effort, and with the abundance of tasks and questions, we briefly pondered the benefits of a larger team. Yet, the reality of navigating the project with just two members unfolded. Surprisingly, this limitation fueled our motivation. With no one to rely on but ourselves, every hurdle we overcame felt like a shared victory, making the journey uniquely rewarding.
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+title = "Gameplay"
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+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.
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+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.
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+Bobola's original Enchanting Tale:
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+_"In a magical jungle, Bobola, a unique creature, lives in a beautiful garden filled with enchanting flowers. His home is peaceful, but earthquakes disturb it, causing coconuts to fall from palm trees._
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+_Your mission is to protect Bobola's garden, saving the magical flowers and keeping the ecosystem safe. Tap the falling coconuts to protect Bobola and his home."_
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+As time passed, we couldn't replace the spike shields with coconuts, but that's okay. They became a part of our game's identity. With our story, character, and objects in place, we turned our attention to making the game multiplayer.
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+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.
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+title = "Tech Stack"
+weight = 1
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+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.
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+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.
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+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.
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+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.
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+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.
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+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.
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