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Showing posts from May, 2020

Abigail Mickey PPJ#6

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Time Spent Level Select/Main Menu - 2 Hours Score/Combo UI - 2 Hours In game menus - 1 Hours Unity Implementation - 2 Hours Scrum/Sell Pitch - 1 Hour Total Time - 8 Hours Samples Overview Positives  I think I was able to get a good amount of the UI done and implemented this week which I am very happy about. Negatives There are still a number of issues to fix with the implementation. Next Week I plan to finish and polish all UI elements as well as create some new elements that I have not been prioritizing.

Jacob Dixey PPJ #6 (7)

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Jacob Dixey PPJ #6 (7) Teaser Trailer  - 3 hours Sell Presentation  - 2 hours Basic Rumble   - .5 hours Overheating Particles Implementation - .5 hours Samples Trailer Overheating Particles  Positive : Lot's of issues got squashed this week with code, and the game went through a significant visual upgrade with post-processing. The "juice" of the game is coming up smoothly. Negative : We still need more art assets, and it's clear that we need to find a way to produce these more quickly. Upcoming : Building out enemies and adding welded weapons is our top priority, with juicing up the combos and ignition coming in as a close second.

Peter Eldredge PPJ #6

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Bug Fixes/ Random Tweaks and Testing/Polish - 3 Hours Code Refactoring - 1 Hour Post Processing - 2 Hours Rumble Implementation - 2 Hours Overview I think artistically and game feel wise this week was very productive. This was thanks to the menus being filled out with 2d art and the implementation of Unity's Post Processing as well as the Beautify, another processing solution. Additionally rumble was added which adds a lot of impact to the collisions in the game, as well as allows the player to feel in heat increase better. Bug Fixes Tons of minor bugs were fixed and time was spent tweaking values. Not all of these are worth mentioning but I'll list the biggest ones: Fixed a issue where the player would rotate inappropriately after colliding with an object, causing the player controls to become inaccurate. Fixed issues where the prefabs were not consistent between scenes and not being saved properly. Fixed an issue where pausing the gam...

PPJ#6 - Sean McFadden

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Overview:  Time Spent: Finished first implementation of spherical gas clouds: 5 hours Ignition image effect distortion: 2 hour Volumetric subtraction and compute shader research / implementation Positives: Spherical clouds are finished, but volumetrics and subtraction still need work Negatives: Subtraction volumes may not get finished or may end of getting scrapped Upcoming: More research on distances and clouds, laser effects and additional image effects

Richard Kang #6 (7?)

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Time Used: Welded Weapon Framework - 3 hours Total - 3 hours Samples: Positive:  Welded weapons are set up to be easily added as more and more of them are finished Negative:  Some bugs are still in Upcoming:  Squash bugs, add more welded weapons

Rex Christian PPJ # 6 (7?)

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Rex Christian PPJ # 6 Particle Effects - 1 hour Enemy Retexture - 1 hour Welded Weapon - 2 hours Total - 4 hours Samples Positive : We started working earlier in the week than usual and got a lot of major graphics changes done. Negative : Welded weapons didn't quite make it in, and gas cloud explosions on ignition need a second pass. Upcoming : We need to finish welded weapons, then just add more content in general (new enemy types, etc.).

Jacob Dixey PPJ #5

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Jacob Dixey PPJ #5 Turning - 2 hours Camera Panning - 2 hours Input Mapper  (And UI) - 2 hours Audio System - 3 hours GDD Revision 1 - .5 hours Samples Turning Camera Panning Input Mapper Audio System Positive: I feel like a lot of necessary programming work got done this week. The game is starting to feel better to play, both due to the addition of "Juice" and the improvements to the pre-existing systems.  Negative: Somehow, our most important week saw the worst habits and least amount of work done by some. We're still lacking heavily on the art side, and it's begun to really make me worry about what we'll end up with come end of term. Upcoming: Fixing the bugs that were caught during the demo of the alpha in addition to pre-existing bugs. Fixing those are a top priority, and so is making sure we get welded weapons in. The game can benefit greatly from that kind of variety now that flying and dest...

Richard Kang PPJ #5

Time Used: Player Death "Juice" - 2 hours Presentation work - 1 hour Total - 3 hours Samples: Positive:  With the new death mechanic players have much more time to realize that they've died. Negative:  Though my version, was buggy. It served as a framework, and I do hope to get it working the way I intended Upcoming: I believe next I am tasked to start adding welded weapons.

Rex Christian PPJ #5

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Rex Christian PPJ # 5 Enemy Explosion Effects - 4 hours Ignition and Combustion Effects - 2 hours Total - 6 hours Samples: Positive : We had a secondary meeting Wednesday to ensure none of our stuff overlapped, which we hadn't done previously (and it had caused some problems). The game's mechanics and controls received extensive changed, and they seem to work quite well. Negative : The particle effects for ignition and gas explosions didn't quite make it into the final build as our system for triggering them wasn't perfect. Upcoming : We need to finish implementing the ignition trigger systems. I also plan on adding a slew of new terrain assets next week to diversify the newer levels now that our basic level functions.

Sean McFadden PPJ# 5

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Overview:  Time Spent: Continued work on spherical gas clouds: 5 hours Ignition image effect shader 2 hours Positives: Image effect pipleline seems to be going well, ignition effect looks nice. Had multiple meetings throughout the week that went very well Negatives:Spherical volumetrics still are not finished Upcoming: Finishing up the spherical clouds, more shader work on ship and image effects

Peter Eldredge PPJ #5

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Bug Fixes/ Random Tweaks and Testing/Polish - 3 Hours Scoring System - 3 Hours Particle Implementation - .5 Hours Death Sequence - 1 Hour Victory Sequence - .5 Hours Main Menu Updates - .5 Hours Team Meeting - 1 Hour Overview I definitely feel like this was not a great week for our team getting stuff done. I'm pretty disappointed by the work that was done for the most part, even though we explicitly tried to set in stone that everything should be done by Wednesday. I do think overall we were able to polish up the game to an acceptable state, even though whether or not some additional art is up in the air. Bug Fixes/ Random Tweaks and Testing/Polish A lot of time was spent fixing minor issues and tweaking things, that I'm not going to go into detail here with. I helped Jake with the audio system he worked on, as well as looked into some issues he was having with it. Scoring System My biggest time commitment this week was the Scoring System. You can n...

Abigail Mickey PPJ #4

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Time Spent Main Menu UI - 1 Hour Level Select UI - 3 hours UI Implementation - 2 hours Samples Positives I am happy with how all of my work turned out this week, the level select still needs some work, but I like where it is going so far. I am pleased with all of the work my team members have contributed and I think we are on a good path to finishing this project Negative I wish I could have gotten a little more done this week, including finishing the level select and getting it implemented. I have been working slower on the UI than I would hope, though I think progress is speeding up now that the style is more defined and I am optimistic for the coming week. Next Week I hope that I can finish and implement all UI for the pause and level select menu. I also want to figure out a better solution for the background on the menu's as I am not sure I want to stick with the matte grey.

Richard Kang PPJ #4

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Time Used: Controls Menu - 1 hour UI touchups - 1 hour Presentation work - 1 hour Total - 3 hours Samples: Positive:  With the new control system, the controls screen should be much easier to implement, thankfully I have not gotten far into it. Negative:  Most of my progress was either voided, or done much better Upcoming:  Actually implement a control screen

Jacob Dixey PPJ #4

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Jacob Dixey PPJ #4 GDD Revision 1 - 1 hour Playtest Survey Revision - .5 hour Camera Panning - 1 hour Turning on the Yaw - 2 hours Rewire Implementation - 1.5 hours Samples Rewire Implementation Camera Panning Turning Positive: I think we were able to respond to some feedback already for our survey and make really good improvements or add necessary pieces to our design. Additionally, talks this week helped flesh out how we'll handle the Scoring system. Negative: Still working up to the last minute. We don't coordinate until the final day, where we don't have time to deal with issues. Additionally, the items I worked on this week, Panning and Turning, are both incomplete as I ran into a lot of trouble getting them right. Upcoming: Improving Panning and Turning next week are my priority, in addition to juicing up the game so that players can start getting the intended feel of the game.

Peter Eldredge PPJ #4

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Bug Fixes - 1 Hour New Level Framework - 2 Hours Mission Objectives - 1 Hour Random Tweaks and Testing - 1 Hour Playtest Survey Revisions - .5 Hours Overview This week was not great productivity wise as I had a lot of other work for classes going on as well as a github disaster for my incubator project that took 5 hours to resolve. Fortunately I was able to get in a decent amount of UI fixes, bug fixes, and a new Level Framework, but this came at the cost of more work on the enemies. Bug Fixes There were a variety of gameplay bugs that were notices in testing, such as getting speed from clouds with no heat, and gaining health for defeating enemies twice. Additionally we had a lot of issues with UI not fitting screen sizes, so I reworked the canvases to scale 100% with screen height and a few other tweaks to clean it up. Additionally I added in Abigail's new UI for the main menu and gameplay. New Level Framework I replaced the previous level select system with ...

Sean McFadden PPJ #4

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Overview:  Time Spent: Fixing volumetric sorting and alpha blending issue 3 hours Transparent cutoff object shader 2 hours Heat shader and heat effect controller: 5 hours Positives: Clouds alpha sorting seems to be fixed, need to do more research into what we can do help prevent problems in the future Negatives:Cloud shader fix took way longer than expected Upcoming: More cloud work, heat shader work and effects for igniting. Sphere based volumetrics for clouds
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Rex Christian PPJ # 4 Texture Damage States and minor tweaks - 2 hours Particles and Sprites - 3 hours Total - 5 hours Samples: Damage States: Explosion & Ignition: Positive : We met up on Saturday (earlier than usual) and planned out our work ahead of time. Negative : A few of us had overlapping work that didn't all get finalized (two separate UI updates) and many of the assets that I created don't yet have script functionality needed for them to appear in-game. Upcoming : I need to create scripts for my particle effects and damage states so that they actually appear in game. Currently, they're just sitting in the assets folder.

Abigail Mickey PPJ #3

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Health/Heat Bar -  2 Hours Main Menu UI -  3 Hours Total  - 5 Hours Samples Group Analysis Positives I think that my group did a good job pulling together to complete the first playable demo. I think that we are all very happy with how the game is turning out so far.  Negatives I wish that I personally had accomplished more this week. I ended up getting stuck on the UI design and I am still not sure that it is complete. I hope to accomplish more in the upcoming week. Up Next This upcoming week I plan on finishing and implementing these UI elements. I think the biggest challenge will be establishing the aesthetic that we want. Once that is done I hope to create UI for the pause menu and any UI elements that still need to be created.

Richard Kang PPJ#3

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Time Used: Main Menu - 1 hour Presentation work - .5 hour First Playable Level - 1.5 hour Total - 3 hours Samples: Positive:  Main Menu and UI are almost complete to a basic point Negative:  Some of my tasks for the week were not completed in time for class, I have to work with the other systems and programmers to integrate functionality Upcoming:  Settings Button and controls to be able to be changed outside of level gameplay, and stays consistent between sessions

Peter Eldredge PPJ #3

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Overall Project Framework - 3 Hours Improved Enemy AI - 2 Hours Health System - 1 Hour Heat System - 1 Hour Collision System - 1 Hour Player Control Tweaks / Bouncing help - 2 Hours Overview  This week was mostly about refactoring our code to make a sustainable foundation for the game. This meant redoing most of the core systems, and building upon them. Even with this time commitment, it improved the rate at which new features can be added so much that I was able to re implement nearly all the important data based systems and add several new features relatively quickly. Overall Project Framework The key component of this rewrite was towards an event based architecture. This allows any class to "Subscribe" to a certain event. When that event is fired, each class that Subscribed gets alerted, and can take any required actions. This drastically reduces "Spaghetti Code" and allows all components to act independently. I wont show the Eve...
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Jacob Dixey, PPJ#3 Playtest Survey Draft  - 2 hours 2nd Scrum Presentation - 1 hour Camera Improvements - 1 hour Spinning Action - 1.5 hours COM-Buster Takeoff - 1 hour Pause Gameplay - 1 hour Bouncing - 1 hour Tweaking - 2 hours Samples Spinning and Bouncing Scrum Presentation Pause Menu Positive: The level's visual style came together really well, in addition to many of the core mechanics surrounding flying being solidified with a lot of time put into tweaking it for playtesting. Our meetings have also given us a lot of good ideas for how we can communicate the different states of the player visually, such as heating up changing a shader on the COM-Buster and its trail, and when Overheating causing a fiery effect on the screen that slightly gets in the way of your peripheral vision. Negative:  It was another week of getting things together last minute. I want us to start meeting up earlier (say, Saturday) and then using Monday (or u...