Clock Out!!

 
 

Dev Info

Role: Programmer, Systems Designer
Company: MassDiGi
Tools Used: Plastic SCM, Unity
Duration: Sept 2021 - May 2022
Team Size: 5-8

Game Info

Genre: Fighting, Arcade
Platform: Android & IOS
Project Status: Launched Aug 2021
Controls: Touch


Project Summary

Clock Out!! is an arcade-style fighting game where you fight the system by beating up your bosses! Play as Jojo, an unpaid intern fed up with workplace conditions as you make your way up the cutthroat corporate ladder with the power of your fists. Don’t forget to keep updating your resume as you go, because every little bit of job experience counts!

Clock Out!! was developed as part of MassDiGI Summer Innovation Program 2021.


Contributions

  • Improved and expanded juice for the UI, including:

    • Indicators when blocking, and when unlocking a new move

    • Implementating level-transition cutscenes and level-map animations

  • Added a new level and boss by expanding the existing scriptable object structure

  • Handled building from Unity to the App Store, working with Fastlane Tokens and Unity Dashboard


Code Examples

The cutscene handler I created during my time working on Clock Out!!:

Download Visual Studios file: here
Download Plain Text version: here


Post Mortem

Overall, our team did pretty good over our two semesters of work. We had access to a lot of player data and thus made an effort to focus on small changes that would have big effects on player enjoyment. Tasks were compartmentalized with relative skill and we were able to make good progress towards our numerical goals. Considering the final product was satisfactory, the comparatively small amount communication the team engaged in was not an issue.

The Good

  • Onboarding took only a week, and the team was easily able to begin work despite several members being new to the team and project

  • Handoff of completed tasks from one team member to another encountered no major issues

  • The repository was well maintained and had few conflicts throughout

  • Increased user average session length to meet our goal

The Bad

  • Our collaboration platform (Miro board) was largely unused, despite it’s potential

  • Feedback from teammates lacked real criticisms

  • Failed to reach our D1, despite increasing it

  • Meetings were often deprioritized in favor of team members’ schoolwork