Snowdown Week 3 PPJ

The week, we had a blizzard, but our production did not pause.

Hours breakdown:

Weekly DIGM meeting(1 hr)

Meeting with Prof. Wagner (1 hr) Emergency meeting (.5hr)

Production meeting on Saturday (3.5hrs) We developed a “kill list” for making in-game assets.  I worked on Lady Mafia all the way through the meeting. Working on Coloring all 3 views of new Character, Lady Mafia, and broke down her into pieces in order to get it ready for rigging. (7hrs)


Positive: Production meeting was awesome. We got a great chance to sit together and work on our stuffs and communicate and be productive.

Negative: We got to pause our production on character. Instead we are focusing on UI and items. We spent too much time on characters so far.

Total hour: 9.5hrs

Winter Term Fancier Fish Production Update (1/21 to 1/26)

Group Meetings:

  • DIGM development meeting   (1 hr)
    • This was a meeting to check in for both sides of the team. The team side working on characters and the team side that was working on environments.
    • We also discussed what would end up at this point on the chopping block once we go into feature lock. This brought up questions we would need to address with the programmers.
  • Advisor Meeting  (1 hr)
    • Our advisor proceeded to pull our heads out of the sand and dedirect our focus from characters and map back to items, GUIs, and other menu things which while it wasn’t completely forgotten had been overlooked.
    • It looks like we might be going to a conference in April, it’s something we’re considering to promote our game and get a booth.
    • Next week we might not meet with Wagner as he has to be somewhere else.
    • Also considering and looking at GDC
  • Saturday Work Meeting/Art Jam (3.5 hrs)
    • This was going to be in person but the weather decided to hand us 12 inches of snow to prevent that. Instead we had a skype meeting to continue production.
    • Everyone met up to scramble on the item assets that had fallen by the wayside. A bounty board was set up and everyone except JD (who had internet issues) took a number of items that needed art assets, the various guns, traps, etc. Overall it was rather successful as everything that needed to got off the ground. Most things were finished so we have iteration one done.
  • CS development meeting  (3.5 hrs)

Production Work:

  • Archeologist Production (2.5 hrs)
    • Pat pulled all of the pieces into spice
  • Gangster Character Production (6.5 hrs)
    • Jimmy colored the lineart and broke the character down into pieces for the rig. Pat took those pieces and put them into spine.
  • Map design, development and toolkit development (9 hrs)
    • Ziang created modular map pieces as well as UVed said pieces
    • Resh is building more of the toolkit
  • Character mechanism (6 hrs)
    • Resh is building a new mechanism to change between all the sprites seamlessly
  • Jam Session (11 hrs)
    • We had a jam session where items were drawn by all available team Members
  • CS development (16 hrs)


  • Modular Map pieces are getting finished




  • Our sound person has given us the first iteration of sound effects for the game.
  • Our gangster is completely in spine and will be in game this week
  • Our Rig has been completely fixed for all skins going forward and we have the character in game (finally!!)
  • We have a lot of item asset first iterations done from our jam session on Saturday


wall   heartzsigngunaltarbulletFloorSwitch_Arrow_UpSwitch copy             FloorSwitch_Spike_UpSwitch copy         FloorSwitch_Blank_UpSwitch copyarrow copy


  • The third character, the scientist, wasn’t linearted but will be within the next two days
  • Minor communication errors and might have a small issue with sprite color changing properties. Should be able to find a solution this week.

Total Hours for the week: 60 hrs

Jordie Winter Term Week 3 PPJ

Hours Breakdown:


• Digm Meeting – (1 hr)

Decided on our tasks moving forward pending on how the Wagner meeting went and how we were going on getting the Archelogist in the game.

• Work Meeting with Digm Side (3.5 hrs)

I completed a lot of items in our jam session and learned how to put the assets into unity (well replace the assets in perforce which does the same thing because referencing)


• Made various item sprites; health heart, arrow trap, spike trap, floor switches (4 hrs)

arrow copy


FloorSwitch_Arrow_UpSwitch copyFloorSwitch_Arrow_DownSwitch copyFloorSwitch_Spike_UpSwitch copyFloorSwitch_Spike_DownSwitch copy

FloorSwitch_Blank_UpSwitch copyFloorSwitch_Blank_DownSwitch copy

• Fixed the back rig (that I had left over from last week) (1 hr)

• I reanimated and reorganized the rig once I had all of the archeologist parts (5.5 hrs)


Total hours: 10.5 hrs



-We got a LOT of items in and I learned more about unity


-Missed the Wagner meeting however I was able to get the information I needed from my team mates

– I had the scientist linearting on my plate and it was the one task I did not get finished this week. It will get done within the next two days; I had a lot due this week in other classes. I feel like I didn’t get nearly enough done. 

Winter Week 3 PPJ – Resh


We got quite a bit done!

Saturday had a jam session where we knocked out a large number of require assets that we’d fallen behind on. Additionally, we got a character working in-game! The mechanim system still needs a bit of fine tuning, but it’s in a much better state than it had been!

sign gun bullet altar




Map Redesign/Toolkit Work – 3 hours

Mechanim v2 – 6 hours

ArtJam – 6 hours

Meetings – 4 hours

Total: 18 hours


Ziyang`s week3_PPJ


This week we review what we have done in last week, finished the final version of our archeologic character, done a rough animation for him, so this week we assign to fix its animation in the spine. We also have done the art concept of lady gangster, and will start to cut her out for rigging and animating. For map environment, we start to create game modular, wall, floor and wall with the door, to easy set up our map. In the meeting with Advisor, we realize that still some items appearing in game have not begun to build yet, so we try to catch up. For cs team, the archeologic character can play in the game, good news for us.


Meeting with DIGM team: 0.5h

Meeting with Advisor: 1h

Skype meeting on Sat: 1.5h

Working on map modular: 4h

UV: 2h

Total: 8h

Positive: map modular works fine, and we already finished two characters for the game, the schedule we set up in the first week is processing in positive way.

Negative: snow storm let us have to give up meeting on Sat, instead talking on Skype.


-Some samples I did this week for game modular:





Winter Term Fancier Fish Production Update (1/13 to 1/20)

Group Meetings:

  • DIGM development meeting   (1 hr)
    • The team took the concept art developed by Jordie, Jimmy, and Pat to piece together what was good about the designs into what is now the new Gangster character. Then it was decided who would be doing what when production began this week
    • JD and Resh hammered out details on the map and designs were discussed. Changes were suggested, jokes were had. Good meeting
  • Advisor Meeting  (1 hr)
    • Considering how the map design is going forward (modularly) Wagner suggested creating a feature where players create their own maps.
    • Menus were once again touched on as something that needed to get in
    • The time for feature lock is soon upon us
    • We asked about tablets and other things to help playtest our game
    • Wagner specifically requested the digm side to have one complete character in the game
  • CS development meeting  (3.5 hrs)

Production Work:

  • Gangster Character Concept Development (10 hrs)
  • Map design and development (6 hrs)
  • Player Sprite Production (6.5 hrs)
  • CS development (16 hrs)


  • Our archeologist is 3/4ths  of the way finished, only need to be put into spine and then we’ll have the animations and everything ready to export into unity.

Screen Shot 2016-01-18 at 4.27.35 PM

  • The second character, the gangster, is 1/3rd of the finished and should be finished sometime this week
  • The pipeline for character production is functional and looks solid going forward


  • We’ve been creating a few good map designs we can use going forward to expand our game.


  • Minor communication errors and might have a small issue with sprite color changing properties. Should be able to find a solution this week.
  • Only two members of the digm side were able to attend the CS development meeting this Saturday, next week should be better
  • Three of our members had health issues this week.

Total Hours for the week: 54 hrs

Winter Week 2 PPJ – Resh



This week had more downs than ups, but they were mostly external affairs.

I had to miss a day of classes, and have to miss another one in the coming week due to some oral surgery problems that need to be tended to. However, I at least got some work done on the map toolkit, as well as setting up our mechanim system for the newly revamped character skeleton.



Map Redesign/Toolkit Work – 3 hours

Mechanim v2 – 10 hours

Meetings – 4 hours

Total: 17 hours

Positives:Still not dead!

Negatives: Still technically “sick” so while I got a lot of hours in, I’m not happy with the actual productivity of that time spent.

Jordie Winter Term Week 2 PPJ


Hours Breakdown:


• Friday Meeting With Wagner (1 hr)

Tasked with Finishing a character and having them IN game COMPLETE by friday

• Digm Meeting – (1 hr)

Decided on design for gangster and divided up work between Me, Pat, and Jimmy. We discussed finishing the Archeologist, as it turns out it was unfinished last term. Also I did not finish implementing changes on the back rig.

•Work Meeting with Digm Side (2.5 hrs)

Ended up doing most of the lineart for the gangster on that time, and I learned how the sprite’s color changing will be implemented in unity


• I completely finished the back, front, and side of the Archelogist for our robust rig, however it took longer than I anticipated as there were a many tiny pieces I didn’t count on taking so long. (4.5 hrs)

Screen Shot 2016-01-18 at 4.27.56 PM

• Linearted the Gangster so Jimmy could make the flat and chop it up into pieces for Pat to put into spine. This took more time than it should have as I was rather distracted during the process. (3 hrs)

Screen Shot 2016-01-18 at 4.27.35 PM

• Created a master Animation list for Resh so the coding bit of how our sprites will function will go easier. (.5 hrs)

• Created all Social Media Accounts and updated artwork for already created accounts (3 hrs)

• Almost Fixed the back rig in spine, will finish tomorrow (.5 hrs)

Total hours: 16 hrs


-Finally finished the archeologist and we have the lineart for the gangster done. We should be going into rough concepting and production for the next character fine.

-Hoping the document I created in order for the other people in the pipeline to complete and understand their jobs was enough.

-I am mostly back on track to this week despite the setback of Sunday


-I got REALLY sick on Sunday was completely AWOL. I ended up giving Jimmy the Lineart for the gangster on Monday, as well as the complete Archelogist. I should have given it to him on Saturday, however Saturday I realized what we currently had for set up to change colors on our characters would not be working as is and wanted to find a solution before finishing characters.

-Slightly worried about color changing for the characters, but that should be more of a minor concern


Production Art, team fancierfish, Jordie, meetings

Pat Martin PPJ Week 2

The goal is to finish the characters we have for next week

Hours Breakdown:

I made a concept sketch for the female mobster. (3 hours)

During our Thursday DIGM meeting,we went through the concept art we had and decided on a direction and decided on a pipeline.  (1.5 hour)

We had the wagner meeting on Friday. Characters he is not happy with the progress and if we dont get off player characters soon or streamline the process we will be in trouble (1 hour)

We had a group meeting on saturday and I took time to draw up a UI layout (3.5 hours)

Positive: We have a pipe line set up now which is solid.

Negative: I was slowed down because of the release of new content on one of my favorite games.

Total Hours: 9 hours