UVs, among other things. Week 8

Hours breakdown:

This week was rather stressful after hearing Wagner was disappointed with our current progress and his thought that we should redo the character to fix the aesthetic of the game. We don’t have time to be scrapping things at this point with our deadline basically being the end of winter term. I had to prepare for Wednesday by finding different examples of games that had a similar angle to ours to see how we could solve the issue. On Wednesday, we managed to agree that if we were going to revisit the character it would have to be first week next term and this term would need to be to finish as strong as we can with what we have. Jordie, Resh, and I worked on the game Logo and the presentation for this week. I also took the time to UV unwrap the models. There were some defects and oversights in the geometry that had to be fixed. That task took longer than expected. Textures for those items will be pumped out next week.

Meeting with Wagner – 1.5 hr
DIGM meeting – 1 hr
Friday Meeting – 1 hr
Find Top down game examples – 1h
Assisted in designing the Logo and Presentation – 3hr
UV unwrapping secondary models – 6 hr
PPJ- .5

I am glad UVs are done for this term. We had setbacks in our aestetic but we should be able to bring it together nicely.

There was some communication breakdown this week at the meetings and some people were going rogue with ideas that we don’t have time to finish with. I was delayed in my task to get textures because of the objects needing to be UVed and the defects that they had.

Total hours: 14 hours

A lot of concerns: Week 8 PPJ

This week is like a nightmare.

Hours breakdown:

Attended meeting with the Prof. Wagner on Monday. He pointed out that the 2D character does not blend with the 3D background. Surprisingly that was my concern on week 1. Prof. Wagner said that the character looked like it was rolling on the floor in stead of walking. Furthermore, the light in the environment does not lit up the 2D character, which breaks the connection between them even more. Therefore, we had 2 options: 1.we adjust the environment camera angle as well as the player character and make the player responsive to the light in the environment;  2. 2D sprites are taken placed by 3D character. However, team members were not willing to pick the second option, because that will turn all the current character art assets into ash. Although I personally think it won’t work as well as we thought, option 1 is the easiest fix to this problem. In this case, my job was look into solutions to make 2D sprites lit up by the light in the environment. (1.5hrs)

I looked into Unity official website and youtube tutorials  in order to searched for solutions. Eventually, it seems like the answer to lit up 2D sprite is possible by using 3D materials. (2hrs)

We had our DIGM meeting on Wednesday.  I provided a lot of 2D top-down games’ screen shot samples to the group. I hoped we could have some good references to adjust the camera angle in our game. At the meanwhile, I told my group that I had solution to make the 2D character sprite affected by light. (1.5hrs)

On Friday full group meeting, we talked about the UI.  During the meeting, we went through Unity project, and the UI structure was too complicated for me to do any editing to UI. Furthermore, programming team were not able to fulfill my design of the phone UI layout. We are not going to have player icon nor player name tag, at least in this quarter. Before the meeting ended, Resh told me that I need to make the player sprites responsive to the light by the end of Saturday. (2hrs)

I made the player sprites were able to respond to light. (0.5hr) However, Perforce had problem that I couldn’t upload it. I asked for help in our group chat but no one responded. I fixed it by myself at the end.

Made mock up for ip sign-in screen UI and option menu. (3 hours)startServerScreen_


Writing PPJ. (1hr)

Positive: We meetings in this week cleared out all the fogs in this project. It’s good to know how we went wrong as well as what were doable. It makes everything realistic.

Negative: I was sad to know that I had no ability of  convince other people. The problem that prof. Wagner pointed out on Monday was foresee by myself on week 1. The group were so confident about 2D sprite + 3D environment that no one gave shit about my concern. Under current situation, in the worst scenario, we have to make 3D characters from scratch and do the rigging and animation. My UI design couldn’t be fulfilled and I just got noticed on week 8. The only things that are workable are buttons. The whole design was pointless and I got to do more. This makes me so disappointed that I got no one to blame, but myself. I 100% finished all the tasks each week but I felt I had accomplished nothing.

Total hours: 11.5 hours

Ziyang Pan`s Week 7 PPJ


Since we promised Wagner to show a nice slice in the meeting tomorrow, we all have lots of tasks to do this week. According to the meeting on Friday we discussed, we will finish most things of our game including character animation,  a good UI design, map with texture, and stuff inside the map. Everyone work hard at this time, and I feel pretty good that we will catch our schedule. This week my task was to model all stuffs inside our map, we have some reference images about Maya temple style , but most time I need to use my imagination to guess what stuff should appear in the temple, so I spent a entire day working on our project.


Meeting on Monday: 1h.

Meeting on Wednesday: 1h

Meeting on Friday: 1.5h

Working on Project: 9h

Total: 12.5h


I finished the model of stuff inside our map before Sunday, and it allows my other teammates have time to continue working on that, UV out and texture on.

We have play-test party in EGS on Tuesday. l10~15 people from outside came to play our game and left feedback to us, which is very benefit for us to modify our game.

I hear lots of things done from other teammates this week, so I think our senior project is processing in the positive way.


My laptop has a serious issue that can`t install Perforce. none of our teammates can figure out what`s going on, and they all have already installed Perforce in their laptop. I feel so sad for it.

Since we all have different versions of maya, we got the issue that can`t open my file in their laptop. But finally we solve it.


Resh Week 7 Project Production Journal


What happened this week?

We playtested! We playtested so much and so hard, I dare say no one will ever playtest as hard as we did. Well, I can say that, doesn’t mean it’s true but I can at least say it. We got a lot of great data. Additionally, we have a functional walk cycle in-game, and the map is now properly proportioned, and also textured!


Walk cycle input, mechanim rigging – 8 more hours

Playtesting + playtesting setup- 4 hours

Meetings – 4 hours


Total: 16 hours



Texture time. Week 7

Hours Breakdown:


• DIGM Meeting (1.5 hrs)

• Wagner Monday (1 hr)

•Team Meeting Friday (1.5 hrs)


UV Unwrap Current Map – 3h

Create textures for current map 6h

Finagle with perforce. 2h

Total hours for the Week: 11 hrs 


I finished the UVs and Textures for the base map this week and made it so that we had color for our map. We as a group are coming together on perforce nicely and it is working out well. I was given the Secondary models and got them situated in the scene.


Would have liked to have the secondary textures finished but i got many of the objects pretty late in the week and the base textures took me longer than expected.

Jordie PPJ Week 7

Hours Breakdown:


• DIGM Meeting (1.5 hrs)

• Team Meeting Monday (1 hr)

•Team Meeting Friday (1.5 hrs)


• Fixing Base Model for Front (Spine stuff) and Animated everything for the side- rendered out and put on perforce (3 hrs)

• Redraw hands and feet for back Model- and fix model in spine (2 hrs)

•Experiment in spine to make sure the draw function could be animated and get skins working (1 hr)

• Environmental texture Work Floor stuff (.5 hrs)

•Ended up working on Logo for the Game (.5 hrs) Didn’t need to get done but it was something I just felt like working on.

Total hours for the Week: 11 hrs 


-I finished the front model, rerigged it, and animated the side. It went MUCH faster than I expected- Figured out another function within spine to make my work go much faster. This program has a lot more to it than I realized. Once I figured out the trick to keying that I can also do the skins so much easier! It’s not magic, it’s still work, but this is FAR faster than drawing everything by hand! Very Happy > W <

-The back rig is troublesome in how it works but should function fine moving forward

-Got done what was planned

-Should be able to do that next week the archeologist skin- and after that I’ll be completely done with what I needed to get done with this vertical slice!! So I’ll be two weeks ahead of time (technically) which means I can finish the animations for what other items we’re using for the game (which was more or less a stretch goal it felt like same time last week) and (maybe) I can work on the skins for the other characters.

-Perforce is working well- I’m super happy with how easily I can use it. Just gotta understand how it version saves— because I’m automatically still putting v1, v2 etc on my stuff. Oops? Good habit but evidently not for this.


-While I finished what I had planned to do this week… but in the middle of the week I added more work onto what I wanted to get done. That didn’t get finished. It’s just drawing the skins and animating the front and the back that I also wished to finish.


Art, Design, team fancierfish, Jordie, meetings, animation

Fancier Fish Week 7 Project Update (11/2 TO 11/7)

Note: The timezone was off by 5 hrs for all posts previous this one, now fixed.

Group Meetings:

  • DIGM development meeting   (2 hrs)
  • Advisor Meeting (2 hrs)
  • CS development meeting  (2 hrs)
  • Informal DIGM work meeting (2 hrs)
  • EGS/Production Schedule meeting (2 hrs)

Production Work:

  • Item visual development   (4 hrs)
  • Environment visual development (5 hrs)
  • Environment Implementation (4 hrs)
  • Player Sprit creation and Implementation (15 hrs)
  • CS development (16 hrs)


  • All but one of us is on Perforce now and everyone who is, is using it well
  • We are where we are supposed to be, everyone finished what was scheduled for the most part
  • Vertical slice is on schedule for Wagner Meeting
  • Environment roughs are done
  • Ready to get more refinement and testing to be ready for the vertical slice due at the end of the term
  • Got playtesting this week! So we have the start of data to be making changes! Awesome sauce!
  • Ready for more playtesting!
  • Hectic week for all but we pulled through


  • Perforce is literally only giving JD trouble and no real idea how to fix it (yet)
  • Some issues with versions of Maya making transferring files a little strange- but it’s fixed

Total Hours for the week: 54 hrs

Busy Week 7 PPJ

This week, a lot of things happened. Because we promised Wagner a nice vertical slice for next Monday, we have to get a lot done this week.

Hours Breakdown:

  • We had a huge play test section in EGS  on Tuesday afternoon. Over 15 testers played our game and filled up the survey. (1.5hrs)
  • We had a DIGM meeting on Wednesday. We discussed how I need to modify the Golden Orb. First, it needs to be orbit instead of a random shape. Second, it need to have Mayan style decoration. Third, it needs to be shinny. Also, we planned that I will help Jordie to do the character animation. (1.5hrs)
  • I finally learned and set up Perforce. Also, I got it connected to Unity on my laptop. (1hr)
  • I did the color adjustment to the UI and final adjustment. Then I exported all the background, buttons, icons as separate sprite. They are ready to be implanted. (1hr)
  • We had a full group meeting on Friday. We analyzed the play test data from Tuesday. I was requested to do the in-game whip animation. We discussed 10 frame animation will be good enough for it.(1.5hrs)
  • Reworked on Golden Orb according to the discussion. (1hr)


  • On Saturday, I realized that Jordie finished all the character animation, so I don’t need to do any. The attacking animation was finished by Jordie, so I need to animate the whip according to the character’s movement. In this case, there were 30 frame instead of 10 frames which surprised me. Therefore, I did the whip animation accommodate to 30 frame version. That took longer than I thought. (3hrs)
  • Write this PPJ (0.5hr)

Positive: Perforce is a great tool to share files. It is good that it has been set up. Communicating with group members during the production is very nice. Programming side people are very nice to hold my hands and walk me through Perforce work flow (log the changes, submit the files, etc).

Negative: This week was pretty much packed up. Tired.

Total Hours: 11 hours

Jordie PPJ Week 6

Hours Breakdown:


• DIGM Meeting (2 hrs)

• Advisor Meeting (1 hr)


• Fixing Base Model for Doll (6 hrs)

• Fix Rigs in Spine (2 hrs)

• Environmental texture Work Floor stuff (2 hrs)

Total hours for the Week: 13 hrs 


-Mostly fixed the doll rig and it’ll make things so much easier moving forward

-Finished almost all of the redraws I needed for the rig, Just need to redraw the feet and hands for the back rig.


-Fixing/Updating the Doll took far longer than I expected

-Didn’t finish fixing the rig for the back or the front, Only the side.

-I didn’t get nearly as much done as I wanted- needed to animate as well but didn’t have time with how long it took to fix the front rig /alone/

-I also didn’t get to making the archeologist like I was supposed to

-Didn’t finish Floor textures for pat like I was supposed to. Overall the doll taking so long was awful

-Lost my tablet- took a day or two to find the driver for the one I borrowed from Resh and took at least a day to get some decent quality stuff from it/getting used to it.

-Half of my lack of finishing work was on the lack of tablet the other half was because I just suck


Art, Design, team fancierfish, Jordie, meetings, animation