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Showing posts from June, 2020

Malcolm Bornmann, PPJ 01

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Malcolm Bornmann, PPJ 01 List of Completed Tasks - Met with new team for the first time to get on the same page and discuss deliverables and roles, I volunteered to work on the Art Team and Design Team (1 hour) - Reviewed Oil and Cordite documentation from Workshop 1 to familiarize myself with the game (30 min) - Brainstormed ideas in Discord throughout week about lighting, models, character design, level design, mood boards, and story (3 hours) - Created mood board for level design, finding and compiling reference images (1 hours) Total number of hours: 5hr 30min Sample(s) of work: The mood board I created which helped spark ideas about level creation What Went Right: We have lots of great ideas about how we can move forward with the game! The Journey's End Team offers skill sets in art and story, something that pairs well with the direction the original Oil and Cordite Team wanted to go in. What Went Wrong: This week was messy. It took a while to adjus...

Rex Christian Personal Postmortem

Personal Postmortem Things that went right: 1:  Group member roles and workloads were typically very well defined and separated. We had very few issues with overlapping or conflicting work. 2: We communicated pretty effectively and easily contacted each other when we needed help or coordination while adding to the game. 3: We all mostly agreed on our vision for the game, and never really had any arguments or disputes regarding how the game should play or look. Things that went wrong: 1: Most of our work happened 1-2 days before the due date, and sometimes we'd even be patching bugs and getting things working mere minutes before class started. 2: Though we met on most weekends, we only planned our work during those meetings. We actually DID the work separately, only to meet right before class and compile it all at the last minute. 3: Sometimes features that were largely complete wouldn't make it in the week that we'd made them because we'd encounter a bug or ...

Peter Eldredge Postmordem

What went right 1. I think we ended up finishing with a pretty solid game. The key mechanics of flying around, building up heat, and ramming through enemies. I found myself playtesting for longer than I necessarily needed to. 2. We each had our own separate things to work on even through we had a lot of programmers. So there was not tons of overlap. Rex handled 3D assets, Abigail 2D, Sean worked on Graphical Programming, Jake worked primarily on the player movement, and I worked on the main gameplay systems. We also stepped out of our designated positions to help relatively frequently. 3. Our vision for the game remained relatively consistent and most changes were agreed upon by the entirely of the group. We didn't really have any arguments and I think everyone is pretty happy with where we ended up. What went wrong 1. We had a really bad issue where most of the work was being snuck in the morning of the class. This left us scrambling nearly every Thursday, and sometimes ...

Abigail Mickey Final PPJ

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Time Spent UI Assets - 3 Hours UI Tweaks - 1 Hour Slide Proofing 1 Hour Total Time - 5 Hours Samples Personal Postmortem Positives We were able to pull together everything we had each week and provide a functioning game. We did not have any major arguments or disagreements during the entire length of production. Everyone managed to contribute in some sort of significant way Negatives Most work ended up taking place the night before or day of submission There were some initial goals that we did not quite reach There were a few minor communication issues Notes for the Future Going into the future I know that I personally need to do a better job of keeping up with work and making team meetings. I think that this quarter posed a number of unique challenges that our team met well as a whole though certain issues may have been easier to deal with were we able to to meet in person.

Sean McFadden Final PPJ

Positives: Got to work with some incredibly interesting tech and apply it creatively Game felt really fun to play and the movement system is very well crafted Systems were very well designed and allowed for easy integration with other systems Negatives:  Some of my work took longer than expected and most was finished very close to the deadline  Some of the scope of art assets were scaled back and not everything got finished  HacknPlan was used often but at some occasions it was not used to it's fullest potential

Jacob Dixey PPJ #9 (Final)

Jacob Dixey PPJ #9 (Final) Personal Postmortem What Went Right The vision of the game was accepted and further developed by the group. We ran into very little conflict (for the most part) on ideas, and the ideas that required discussion and deliberation were handled quickly through meetings. With making a game we could polish heavily, we were able to make a game that already feels pretty good to play, and will only get better as we add more challenges that stretch the player's ability to use what we've given them, i.e. the movement system.  The team has done a great job of helping build up the visual style of the game both through 2d art and models, but also shading work and post-processing What Went Wrong Team communication was often very sparse up until the last minute each week, meaning it was difficult to recover when things didn't get done, and even worse when we needed to work up to the last minute to get content in. Even as we planned to program every...

Richard Kang PPJ Final

Positive:   Learned a lot about some unity and code practices that I haven't touched as in-depth before. Constructed plenty of frameworks that were used or iterated upon to the final build of the class. The core game is very enjoyable to play, and it seems that other players agree Negative:   The work we put out seems smaller in comparison to other games produced by previous classes. My work seems to be less obvious than the artists and the other programmers (Yes, I know I'm being petty) Work was slower due to external events outside our control, and less time meant all classes were rushed Learned: I had worked with several systems that I haven't as different programmers have different practices. A new method for goal tracking More proof that Git and Unity are terrible together

Rex Christian PPJ #7 (8?)

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Rex Christian PPJ # 7 (8?) Buildings for level 2: 2 hours Melee Enemy: 1 hour Various terrain and enemy re-texturing: 3 hours Total - 6 hours Samples Positive : We came together early in the week, coordinated tasks well, and got a ton of content done. Negative : Most of the work still occurred the night before. Upcoming : Welded weapons (maybe) and some bug fixes for the saucer are definitely needed.

Jacob Dixey PPJ #7

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Jacob Dixey PPJ #7 Hide UI - 1 hour Tweak Movement Numbers  - 1 hour Piercing Speed and Enemies - 1.5 hours Tweak Gas Explosion Particles - .5 hours Revamp Speed boost from Gas Cloud - 2 hours Update Level 1 - .5 hours Create Level 2 - 2 hours Help Richard with UI and Controller Support - 1 hour Spin out and Ignition Can't be used at the same time - 1 hour Welded Weapons Skeleton - 1.5 Sell Pitch - 1 hour Samples Gas Explosion Particles Level 2 Welded Weapons Skeleton Positive: Lots of work got into the build this week, work that brings the game closer to the original vision of the game. Things are really starting to come together to make the game simply enjoyable to move around in. Negative: Much of the work that got in this week was programming work. We still need to pick it up on the art side. Upcoming: I'm going to be focusing on finishing the welded weapons system. I'll take the advice I got during the sell pitc...

Sean McFadden PPJ#7

Overview:  Time Spent: Procedural Mesh Research: 3 hours Compute Shader / GPU offloading: 3 hours Compute Shader planning and UML: 2 hours Positives: Spherical clouds have the potential to be very cool Negatives: Subtraction volumes scrapped Upcoming: Finishing procedural mesh clouds

Abigail Mickey PPJ#8

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Time Spent Game Logo - 2 Hours Medals - 1 Hours Speed UI - 1 Hours Total - 4 Hours Samples Summary Positives I am really happy with how my work this week turned out especially the medals and the logo. Negatives I really wanted to clean up the in game UI as well as implement everything I created this week. I did not give myself enough time to do that however. Next Week This upcoming week I hope to get everything implemented and polished for the vertical slice.

Richard Kang PPJ #7 (8?)

Time Used: Controller UI Support - 2 hours Total - 2 hours Samples: Positive:  Thanks to some issues, I learned Rewired a bit more than I was expecting Negative:  I couldn't put as much work as I wanted to, as life got in the way, and there's still some oddities happening that I can't fully understand why it happens Upcoming: Whatever is necessary for the final build

Peter Eldredge PPJ #7

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New Enemy/Enemy Behavior Updates - 3 Hours Combo Slider - .5 Hours Enemy Piercing Speed updates - 1 Hour Race To The Finish Mission Objective - 1 Hour Random Bug Fixes / Tweaks - 1 Hour New Enemy A new enemy was added. This enemy has a blade that always spins, and then speeds up when the enemy gets near. It also slowly rotates towards the player, meaning the player must approach from above or below, and then fly through the center at the right moment. Combo Slider A slider was added that corresponds to the current combo title. This really helps convey how much time you have left to continue your combo. Enemy Piercing Speed Updates The enemies were updated so that if they were not hit with enough speed, the player will bounce off. This required some reworking to the way enemies and bouncing had worked before. Race to the Finish Mission Objective I added functionality for the race to the finish objective. This requires the player to speed through ...