Week3

Week #3

MVP Development #

Deliverables #

  • Code repository: GitHub

  • Project TaskBoard: Trello

  • Interactive board of ideas: Miro

This week we developed the MVP of our project, making the main functionality of our future game.

Implemented MVP features #

  • Built the main gameplay scene in Unity2D with core character movement and basic animations

  • Designed and added UI and character sprites

  • Configured colliders and in-scene navigation

  • Integrated ML model into Unity2D to recognize signs

  • Added area of economic strategy with items in the store

In general, a finished MVP fragment was created in a week: the user can launch the game, go through the first scene, interact with objects and use jamming to move on.

Full user journey #

  1. Launch the game

  2. Click “Start game” button

  3. Player enters the first location — the cave

  4. Interact with objects (enemies, coins, store)

  5. User is prompted to draw a symbol

  6. ML model performs symbol recognition

  7. Sign accuracy deals damage, using it, defeat all enemies

  8. Progress to the next location

Demonstration of the Working MVP #

You can view the demo and screenshots here

ML #

We fully developed, trained and integrated ML model

We also have a model documentation, where described how we trained your model, what data used and what parameters model uses to make decisions

Internal demo #

During testing we identified the following issues:

  • No clear instruction on what symbol to draw

  • Sometimes a dash works incorrectly

  • Sometimes the hero’s spells are applied too slowly and are canceled when pressed again

  • There is no accurate recipe for the spell, it is not known what to mix with

  • There is no explanation of the game process lore

Then we discussed the priority of this ideas

Priority tasks #

This tasks will completed during next week

  • Diversify the game with a second location and add a connection between the initial one

  • Develop a level boss

  • Impose visual effects on spells

  • Adding traps to current and future levels

  • Store design and full functionality

Need to be discussed #

This problems will fixed during next week

  • Fix hero abilities work

  • Fix spell cast- and tick rate

Need to be done later #

This conflicts need to be resolved, but for now it is not prioriry target

  • Optimize current game process

  • Update some beta applied textures or models

Core Feature Implementation #

  1. All game features were discussed between the participants, balancedly distributed and completed

  2. Design textures and/or animations were issued on all the necessary models

  3. Integrated ML model

  4. All work merged in the main branch

You can view the process of forming individual areas of the game in more detail in the corresponding branches

Game features #

Main menu

Hero base movement #

Movement

Dash ability #

Dash

Checkpoint #

Checkpoint

Game currency - Coins #

Coins

Store #

Store

Spell cast #

Fireball

Weekly commitments #

Individual contribution of each participant #

Each member of the team made significant during MVP development!

Sviatoslav Fediaev:

  • Enemy attacks

  • Updated enemies taunt mechanics

  • Enemy damage dealing and respawn after small time

Valeriia Kolesnikova:

  • Mechanics of collecting coins and their logic

  • Items purchase

  • Combining of an storekeeper animation with opening or closing the store

  • HP display in the interface and buying HP boost in the store

Fanis Zinnurov:

  • Spells for the fire element and their bind to keys 1, 2 and 3

  • Enemy taking damage and death

  • Some technical changes to attack scripts

Egor Savchenko:

  • Creation of mechanics of trap-chip

  • Mechanics of obtaining damage

  • Merging and resolving problems of all Unity work

Danil Valiev:

  • Creation and actively management TaskBoard;

  • Organization of team meetings, as well as meetings with TA;

  • MVP location plan, CI/CD update

  • Creating Week 3 report.

Nikita Stepankov:

Stanislav Delyukov:

  • Special MVP location

  • Storekeeper model and animation

  • Cursor, HP bar, coins, coin bar and main menu design

  • Dash effect

Plan for the Week #4 #

The most important to us is to complete the main game features, then to move on to progression

  • MVP bug fix

  • Achievement system logic - separate menu of special achievements obtained in different ways

  • Traps in any existing level

  • Level boss with a special room

Confirmation of the code’s operability #

We confirm that the code in the main branch:

  • [✓] In working condition.
  • [✓] Run via docker-compose (or another alternative described in the README.md).

Innopolis University | Capstone project | Summer 2025