Greedy Greed
Languages
Chinese, Simplified (简体中文)
Game Diversifiers
Never give up - (Sponsored by dot big bang)
Explore the possibilities - (Sponsored by Leonardo.Ai)
Full Steam Ahead
Carry on my Wayward Fun
Platforms
MS Windows
Tools and Technologies
Unity
About
A PC platform horizontal version of the action adventure game. The main character will play a god-hate miser-Greed, through the sword and magic of the world, to defeat the devil to seize his wealth and back through.
Technology Notes
We had a smooth and fun programme that was agreed upon by all the team members. The hard part was with the implementation of the programme and the creation of the art assets. Almost everyone except the programmers were involved in the creation of the art assets, and we got together like a big family to work on it.ProgrammingThe programmers were moreThe programmers were even moreThe programmers were very helpful.The programmers were very helpful!The programmers were very helpful.The programmers were very helpful, oftenThe programmers were very helpful, often staying up late.The programmers were very helpful and often stayed up late.The programmers were very helpful.The programmers were very helpful and stayed up all night.The programmers were very helpful and stayed up all night to write the art assets.The programmers were very helpful and stayed up all night to write the code.The programmers were very helpful, staying up all night to write code to makeThe programmers were very helpful and stayed up all night writing code to make the onlookers feel better.The programmers were very helpful, staying up all night to write code that would make onlookers feel like they're in the same boat.The programmers were very helpful, staying up all night to write code that would make onlookers thinkThe programmers were very helpful, staying up all night to write the code made the onlookers feel very happy.The programmers were very helpful, staying up all night to write the code made it very difficult for the onlookers.The programmers were very helpful, staying up all night to write the code was very hard for the onlookers, while theThe programmers were very helpful, staying up all night to write code was very hard for the onlookers, but they were very helpful.The programmers were very helpful, staying up all night to write code was very hard for the onlookers, but they were very helpful.The programmers were very helpful, staying up all night to write code was very hard for bystanders, but they insisted on doing it.The programmers were very strong, staying up all night to write code was very difficult for onlookers, but they persevered!The programmers were very helpful, staying up all night to write code was very difficult for onlookers, but they persevered.
Ceres: One of the things I was responsible for was the creation of the pixelated enemy, the shark. The shark's biology gave me a lot of headaches, but the walking animation was done with the help of our character's mastermind, and I'm thankful to my teammates for that.
JiaQi Shao: I was in charge of the art assets for the map module and the scene art assets, one of the difficulties that impressed me was the natural connection between the tiles, which is an area I have never touched before, and I managed to complete the tiles in the form required by the program after constant interchanges with the program, which was a tough and interesting process to overcome.
Eric: I'm so glad I didn't do anything :), just kidding Of course there were hard parts, me as one of the programs, Wilson and I ran into a lot of hard parts in a lot of places, the impressive one was the enemy hate ranges that would cause the picture to flash quickly, we spent a lot of time trying to overcome it and really hated it.
Wilson: As the main programmer in charge of the group, I took care of the program development, everything was hard, but there was one prop that was unforgettable to me, there was a very funny sound effect sword, in which the sound effect acquisition was something I hadn't touched before, I spent a lot of time to learn and make it, and the effect that came out of it was really hilarious.
Francesca: I was the main character artist, I was responsible for a lot of the character animation, I overcame the biomimetic pixel animation in the process and finished the bosses, I don't know if I can use them but it was fun to work with and challenged myself.
Ceres: One of the things I was responsible for was the creation of the pixelated enemy, the shark. The shark's biology gave me a lot of headaches, but the walking animation was done with the help of our character's mastermind, and I'm thankful to my teammates for that.
JiaQi Shao: I was in charge of the art assets for the map module and the scene art assets, one of the difficulties that impressed me was the natural connection between the tiles, which is an area I have never touched before, and I managed to complete the tiles in the form required by the program after constant interchanges with the program, which was a tough and interesting process to overcome.
Eric: I'm so glad I didn't do anything :), just kidding Of course there were hard parts, me as one of the programs, Wilson and I ran into a lot of hard parts in a lot of places, the impressive one was the enemy hate ranges that would cause the picture to flash quickly, we spent a lot of time trying to overcome it and really hated it.
Wilson: As the main programmer in charge of the group, I took care of the program development, everything was hard, but there was one prop that was unforgettable to me, there was a very funny sound effect sword, in which the sound effect acquisition was something I hadn't touched before, I spent a lot of time to learn and make it, and the effect that came out of it was really hilarious.
Francesca: I was the main character artist, I was responsible for a lot of the character animation, I overcame the biomimetic pixel animation in the process and finished the bosses, I don't know if I can use them but it was fun to work with and challenged myself.