Winter Term Fancier Fish Production Update (2/9 to 2/15)

There was a lot of figuring out where to go moving forward and not as much work done.

client_CharacterSelection
Jimmy’s Design for the Server Side Character Selection Screen

The week started with a meeting on Thursday to hammer out all of the little things that have been piling up since the beginning of the term as well as where to go moving forward. Everyone was assigned tasks and the super important task of getting our long overdue GUI system up and running was Jimmy.

 

We have the secondary models from JD done and will be implemented into our modular map system. Our final character is done and in which is great! Our characters have their names and now will have more going for them moving

vine1
One of Ziang’s Secondary Models, plants

forward to give our game more character (pun).

 

We have plans for next week to go to Game Forge now that everyone’s midterms are out of the way for playtesting. We’re also going to hammer our more details on our game since not everyone made it to our Saturday meeting. Only one person made it to our Wagner meeting meaning we didn’t get any feedback there, which was disapointing.

Next week is going to be a better week hopefully the weather doesn’t go nuts.

Group Meetings:

  • DIGM development meeting (1 hr)
  • Advisor Meeting (1 hr)
  • Saturday Work Meeting (3 hrs)
  • CS development meeting  (3.5 hrs)

Production Work:

  • All game GUI (4 hrs)
  • Merchant Character Production (2 hrs)
  • Poster Designs (6 hrs)
  • Modular Map Production; secondary models, and map redesign work (30 hrs)
  • CS development (16 hrs)

Positive:

  • More assets have been completed!
  • We finally have some GUI stuff to throw into the game
  • We’ll be ready to have our posters up in the lobby

Negative:

  • Most of us missed the Wagner meeting
  • We also didn’t have a full team meeting on Saturday again : (

Total Hours for the week: 66.5 hrs

Jordie Winter Term Week 6 PPJ

tldr; I was sick pretty much sick the entire week.

Hours Breakdown:

Meetings:

• Digm Meeting (1 hr)

We went over our giant list of things that needed to get done and work was distributed

• Wagner Meeting

I missed this meeting due to my alarm not going off… or I probably slept through it with my stuffed up head cold.

 

• Saturday Meeting

I missed this one as well but I had another obligation- I cleared it before hand and I ended up helping someone move. In like… 10 degree weather with 26 mph wind, and snow, and heavy furniture. Pretty sure this made my cold so much worse it was such a bad idea.

Work:

•I worked on our display design posters making sketches as well as a dozen designs for our possible display layout. We’re picking this one for the time being until everything is more settled as a group (6 hrs)

Ivan_Handabar_posterdr_Wattz_posterposter spacedesignrip_daring_posterscarlet_recoil_poster

Total hours: 7 hrs

Positive:

 

-I did get the initial concepting done and I’m all set to do at least a dozen hours next week.

 

Negative:

 

-I was sick

-I missed two meetings

Winter Week 6 PPJ – Resh

 

This week was a bit lackluster on my end, I admit. I got sick, and had other classes/exams to handle, meaning I didn’t have much time to devote to senior project. I guess the biggest things to come out of the week were that we got some great feedback on our updated map design, meaning I got to spend even more time working on that.

 

On the upside I now know how to implement things like additional character spawners, item spawners and everything else of that nature, which will make my life way easier in the long-term.

 

Breakdown:

Map Iteration 2 Updates / Redesign – 10 hours

Meetings – 5 hours

Total:15 hours

 

Patrick Martin PPJ Week 6

Breakdown:

This week we finished the Merchant and I was in charge of taking the pieces from Jimmie and making sure it works in spine. I was able to adjust some things in unity after the Saturday meeting. We also met on Thursday to plan our week and on Saturday. However, on Friday I was not able to make the Wagner meeting due to my alarm not going off. However, we have a good setup for the next week.

Positive: Finished characters.

Negative: missed the Wagner meeting so we were not able to get his feedback.

Hours:

Thursday Meeting: 1h

 

Saturday Meeting: 3h

Spine: 2h

Unity adjustments: 1h

Total: 17h

Ziyang`s winter week6 PPJ

Breakdown:

This week we continue working on map modular, and forcing on making map`s texture.In order to make texture good, I spend many hours on painting it on Photoshop in the weekend, and make sure the edge of texture can connect with texture in other modeling. Also,  CS team asked to add a curve wall corner to the game in the meeting of Saturday.So I also modeled the corner wall this week.

Positive: the modeling within texture looks great, I am more confident to continue working on it.

Negative: I still have some modeling that did not finish its textures. I slept over the meeting on Friday with advisor.

Hours: meeting on Thursday: 1h.

working on texture: 3h+6h+3h = 12h

working on modeling: 1h

meeting on Sat: 3h

Total: 17h

UI and rocks: Week 6 PPJ

This week, I continued working on UI for both server and client. Also, I made rocks according to Resh’s request.

Hours Breakdown:

We had our weekly DIGM meeting on Thursday. (1hr) We rephrased our weekly tasks, since we all knew what to do. We discussed about that we need a splash art for each of our maps and how they should stylized.

On Friday, I attended Prof. Wagner weekly meeting and I was the only person who showed up from DIGM side. People did not come for varies reasons. Prof. Wagner promised me for extra credit (YAY!!!) and we discussed where we were briefly. (0.5hr)

My laptop broke down so I went to buy a new one on Saturday. Said goodbye to my 4 years old laptop. Then Ziyang told me that Resh required some rocks for our game scene and his hands was full, so I took this job from him. I modeled 9 different rocks and UVed them. (5hrs)

QQ图片20160215213632

I made the UI mock up for both client and server during different occasions.(4hrs) The team will provide feedback in the following week and see if any of them needs to be tweaked or refined.

The title screen  has not started yet. Haven’t got a good design about it yet

Positive: Modeling rocks is fun.

Negative: It seems like Zach wants me to import these UIs into Unity myself, which I don’t feel comfortable of doing so.

Total Hours: 10.5 hours

Winter Term Fancier Fish Production Update (2/3 to 2/8)

 

This week was the week of GDC, which stands for Game Developer’s Conference. Specifically we were preparing for the Drexel pre-GDC intel competition to see who would be going to the GDC intel competition as Drexel’s representative.

screenshot-of-the-game-chaos-edition-dont-let-resh-name-things
Stable Build Screenshot with New/Updated Assets

With the competition on Friday it loomed over our heads all week. Wednesday, Resh and Jordie were updating assets so we could send everything off to the programmers and have a stable build by Friday.

Resh started on our powerpoint the week before and updated it as much as possible by the time Thursday rolled around which is when we had our group meeting to discuss just what was going on with it. As a team we looked it over and the meeting adjourned with everyone also having their tasks for the upcoming week.

That night Jordie and Resh worked on the presentation updating all of the images and creating something that would best show off our game as well as tweaking the presentation.

logo update v3_v2
Updated Remote Raiders by Jordie

Friday morning, the next day, as a team, Code side and Digm side, we meet with our advisor, Wagner. We ran through our presentation with Zach and Resh doing most of the talking. We got a general approval and notes on what to improve. After a quick lunch we got to work practicing right up until the competition.

 

Sadly in the mist of presenting Zach’s computer tried to reset it’s settings on the projector, causing our screen to go blank while we were setting up our live demo. There was nothing to be done but it was surely an upsetting turn of events that no one could have planned for.

Turns out, we lost, however our good friends at 51st and Fire won and as a team we couldn’t be happier for them.

MAP MODULAR
Secondary Models for the Modular Map by Ziang

Saturday came and two of our members couldn’t show up for a variety of reasons. And one member was late. We talked with Ziang on what to do with our secondary models as well as texturing. There was also discussion of character names and backstories which will be displayed on our character select screen. Other important topics needing to be addressed was pushed back, as they could not be completed without the full digm team.

Screen Shot 2016-02-07 at 8.09.10 PM
Merchant Lineart by Jordie

On Sunday our fourth character, the Merchant, was linearted and sent off to Jimmy who colored him. By Tuesday he’ll be cut into piece and put into spine by Pat.

 

Moving forward our next focus is on the need for posters and things for the Drexel lobby display. We have roughly half of one display and will be using that to show off our game and stir up interest.

Group Meetings:

  • DIGM development meeting (1 hr)
  • Advisor Meeting (1 hr)
  • Presentation Practice (2 hrs)
  • GDC Presentation (2 hrs)
  • Saturday Work Meeting (2 hrs)
  • CS development meeting  (3.5 hrs)

Production Work:

  • Game Lobby GUI (1 hr)
  • Merchant Character Production (5.5 hrs)
  • Poster Designs (3 hrs)
  • Logo Updates (Both game and team) (2.5 hrs)
  • Presentation Build (9.5 hrs)
  • Presentation Practice, and Creation (14 hrs)
  • Modular Map Production; secondary models, and map redesign work (11 hrs)
  • Character Unity Mechanism (2 hrs)
  • CS development (16 hrs)

Positive:

  • We’re finally having a Social Media Presence
  • We have a lot of our assets updated in our game
  • We have a good build for playtesting thanks to GDC

Negative:

  • Only sad this about this week is that we lost the GDC; however we put our best foot forward even if things didn’t work out well. Plus 51st and Fire’s going to do amazing at GDC!
  • We also didn’t have a full team meeting on Saturday like normal and will have to wait until this Thursday to cover somethings.

Total Hours for the week: 76 hrs

Winter Week 5 PPJ – Resh

 

A lot got finished, including GDC. We didn’t win, but I hardly mind that. We tried our best and did pretty dang good.

Breakdown:

 

Map Redesign/Toolkit Work – 6 hours

Mechanim v2 – 2 hours

Meetings – 6 hours

Trailer – 4 hours

GDC Competition + Prep 15 hours

Total: 32 hours

 

Ziyang`s week5 ppj

Breakdown:

This week we work on modeling more objects and items for map modular, and finish the forth character of our game in design and animation. We also participate the GDC presentation on Friday and did lots of play test for our game to make sure there is no bug happen during playing.

Hours: meeting on Friday: 1h.

Participate in GDC presentation: 2h

Working on map modular: 5h.

Total: 9h

 

Positive: we almost finish mostly assert element of our game, will move to our beta test soon.

Negative: the time in texture our new map modular is spending more time than I expert, will catch up to finish all this week.

 

MAP MODULAR

Jordie Winter Term Week 5 PPJ

This is the week of GDC mayhem and tomfoolery.

Hours Breakdown:

Meetings:

• Digm Meeting (1 hr)

We were practicing for the GDC presentation as well as figuring out what to say and what else we might need to improve on it.

• Wagner Meeting (1 hr)

This was our first run of the presentation for an audience. It went well and then we went straight into practicing.

• Presentation Practice for GDC (2 hrs)

After the meeting with Wagner we went to correct a few things that he suggested we fix and practiced our presentation until it was time for the GDC competition.

• GDC (2 hrs)

We presented our game in hopes to get sent to GDC this year to represent Drexel. We didn’t win but it was a good motivation to come together as a team.

• Saturday Meeting (2 hrs)

Two of our five members couldn’t make it and we ended up tossing around names for our characters and backstories instead (it was a lesser thing to do but we didn’t have the full team to make super important discussions happen)

Work:

• I finished updating our sprites to what I could with the time remaining until GDC so we would have a stable build to use for the presentation (6.5 hrs)

• I worked with Resh on our presentation- making more marketing materials which would help us moving forward (4 hrs)

• Worked on the Merchant lineart and sent it off. (3 hrs)

Screen Shot 2016-02-07 at 8.09.10 PM

• Updated our logo for our game, finally had time to clean it up as we have our posters that are due on the 12th. (2.5 hrs)

logo update v3_v2

• Updated our social media accounts with new content (1.5 hrs)

• Worked on the basic designs on our posters for this coming week (3 hrs)

Poster2 Poster1 Poster3

Total hours: 28.5 hrs

 

Positive:

-Our sprites are in the game and up to date.

-I updated things that I’ve been meaning to update- I posted to our social Media accounts, finally creating content.

-I got WAY more work done overall- more than made up for not doing much last week.

Negative:

-We Lost GDC : (

-Our Saturday meeting was a bust and we have a lot we need to get done