Tuesday we were fashionably late and gave our latest rough in of a presentation. With additional feedback we presented for Wagner on Friday, getting more feedback on what to improve.
With all of that precious feedback we had a long work day on Saturday to work on it and get a bit of practicing in. Sunday was far more practicing, getting the timing down, and Monday minor edits took place.
Together we’re smoothing out the rough edges for once fancy (Fancier) presentation June 5th!
Started the week with a BANG- Presentation Tuesday morning! We got a lot of good feedback which shot us off for the rest of the week.
Thursday meeting we pressed hard, talking about senior show, graduation, and how this presentation we’re doing fits into that and our own mad schedules. As well as what we wanted to show to our academic advisor, Wagner, this week.
We ended up mimicking our presentation which was held before the digital media faculty, while proposing our solutions to their criticisms. And with that we got feedback from Wagner as well as asked about the dreaded, and deadly, live demo situation. Our proposed solution will once again keep up flying by the seat of our pants. But if it’s anything this team knows it’s how to walk on the edge of danger.
Together with our combined powers we edited our presentation on Saturday as well as captured new gameplay footage in order to satisfy our needs as well as add to our presentatoin. Unfortunately this is where some hiccups happened in our hour of need. So we cast off with less than happy results hoping to fix it up the following Monday.
With our usual luck following us like a black cloud our troubles continued, preventing us from achieving our prescribed goals. And like always, we did the best we could in order to get the best feedback we could get to hone in our presentation to be show ready come June 5th, our Senior Showcase. (Which you can watch online and will be linked via our various social media platforms) Out of that day we did get a new trailer as well as a modified logo to advertise our website, amazingly.
We have a long road ahead of us, but this is the light at the end of the tunnel. We’ll have to pull together to get what we need done, but no matter what happens, we’ll get it done.
This week was a strange one. We’re preparing for senior show and a lot of our energy is there as well as trying to polish our game further.
This Thursday at our meeting with Wagner we got a lot of good feedback on our presentation as well as Tuesday presenting from fellow students. We edited our presentation on Saturday with the whole team.
We also made some redesigns of our poison gun, Ziang, Jordie, and Zach discussed this based on player feedback that the item was confusing. Mostly we understood it was confusing because of it’s look not it’s function. Once the function was explained players got it pretty quickly.
We also worked on the next iteration of our trailer during the weekend. The point of that was less to make a fantastic trailer and instead get the bones of something we could build on later.
In that same meeting (it was a very productive meeting) we also started working out a new print version of the Remote Raiders, which we’ll be using for our T-shirts and everything else.
We’re pretty excited for everything going forward and we’re working hard for both senior show and release.
Philly tech week! It was super great on a lot of fronts.
As a team we had a lot of fun interacting with the public as well as other developers (And perhaps teasing Polyscape a bit). We got a lot of good feed back and it’s amazing to see other people play, and enjoy, something we all worked so hard on. Plus we got the infamous philly jesus to even play our game.
We’re all very excited and looking forward to more improvements (well as much as we can at this point lol) on our game. Now is the point that most of our attention is on graduation, but before that, senior show. And after that it’ll be preparation for official release within the next three months.
Fancier Fish Studios has had a long, but successful, week. There isn’t a lot to show but there is a lot to tell!
The team was split in two one half staying to do our final presentation update, while the other half went off to South Carolina for the East Coast Game Conference (ECGC)
The digm half that stayed managed to put together a presentation to give to the faculty and did well. There were concerns brought up that hadn’t been discussed before (from the faculty side) but it wasn’t anything we hadn’t talked about as a group and made a decision on it.
The other half, ECGC half, set out to complete a few goals: one was to get playtesting data, one was to get contacts for when we released, and one was to simply get as many people to our game as possible. We got a lot of feedback- some people loved it, some people liked it, some liked the concept but not where it was at, and some played then quickly left.
Most of what we took away was just how much our controller needs updating and streamlining. And we need a good how to play because otherwise it’s a 30 second to 1 minute explanation depending on who from our team was explaining.
We also made a lot of friends! Across from us was a booth from Angry Toddler, they were great. And individually we all got to experience a lot and meet lots of great people.
On both halfs the Fancier Fish team was successful and we’re all very happy.
Our team worked hard this past week in order to prep for both our final production update, our best Raiders build to date, and us exhibiting at ECGC!
On Sunday, after they playtested out game, we at Fancier Fish finally got to test out Polyscape’s The Knowledge We Seek! It was really fun.
The four team leads from both sides took off for North Carolina in order to make this happen as well as work extremely hard coordinating with everyone to meet all of the deadlines internally and externally. While they’re at the conference this coming week the rest of the team will be presenting at drexel for our final production update for the drexel faculty before practice officially starts for the Senior Show.
Our first release date is in sight and something to keep in mind as we talk to attendees at the conference. There will be 15 minute intervals over the three days of the conference meaning lots of rounds for playtesting, data gathering, and just talking to people about our game.
This week started with class and a quick and dirty demo of Qualtrics which we ended up using to gather our playtesting data. We reviewed it on Sunday after we got 6+ surveys and it was amazing! (Thanks Rob!)
Our next meeting was Friday where we reviewed what had been done as well as what we needed to do next. Everyone’s making progress towards our East Coast Game Conference build. And thanks to the playtesting data we have some very specific UI updates to better the player experience. We caught Arianna a few hours later to get our Printing materials sent off, they will be here the Friday before we leave for ECGC. Everyone’s very excited.
Saturday we gathered everyone in one room to work on our game. It was very productive. We had everything ready for our playtesting session (that had pizza!) as well as a LOT of updates. I want to say ‘new’ GUI elements but in reality everything is just updates… SNAZY updates. We have our character selection menu looking very cool. We have our maps updated and more functional (It’s hard to see that so no pics), and a lot of small fixes were implemented.
With a stable build from Saturday we were ready for playtesting! (With pizza) We had a pretty good crowd show up (at right). There was a lot of talking, once they understood it was ok to talk, and the ‘get down Mr. President’ (working title) global objective really got the players talking. We have a lot of footage of them shooting across the room. Overall it was just what we were wanting to create with our game.
Playtesting data under our belts we’re now ready to create a more polished game to present at ECGC!
Assessing deadlines is the name of the game this week. CS Side needs to have a certain amount of time to test out their code, presentations need to be planned and executed, ECGC is at the door, and we have marketing materials to print.
That being said this week was mostly utilized for planning the rest of the term on every front we could imagine. Our internal deadlines had to be reset to match better with the CS side’s needs as well as double checking senior project requirements. We’re mostly set up for everything moving forward and we know who is doing what tasks, when they need to be done by, and just how much time we really have.
Which isn’t much, at most it’s about 7 more weeks for our last deadline for game updates. After that we’ll have to call it quits until after senior show to manage our game’s release date to the public.
This week the team started our with a Monday advisor meeting followed by senior project class on Tuesday, with a digm meeting on Friday. Within those meetings our need to prep for ECGC was in full swing. We’re entering our heavy playtesting and polishing phase now.
First thing to be reworked based on our last playtesting data was our phone GUI. Pat and Jimmy have a modified design that will be finished implementing this upcoming week. This Monday (not last Monday) we made a final decision on characters to go a more shaded route until we can get more playtesting data to support the decision. Jimmy and Jordie will be taking care of that.
It was pointed out to us more than once about our first pass of the maps we presented at beta. And thus Environment models, secondary models, and especially textures for our three maps will be handled by Resh and JD for this upcoming week. Marketing Materials for GDC are being wrapped up this coming week and will be sent to the printers ASAP. Everything is looking good and everyone is on schedule.
Our week started on Thursday with a meeting talking about what a monster this past weekend was going to be and what we could to do prepare for it in the meantime. There really was no preparing for it after all besides getting everything out of the way.
Friday we discussed our plans with our advisor and where we’re going with our game moving forward. We had nothing but support and it was a great meeting, giving us confidence moving forward.
Saturday was the day we all were in the same room with the programmers constantly working and getting things out of the way. We ended up ordering some pizza around the middle of our almost ten hour workday which helped moral. Also it was almost surprising but no one killed each other; no murders no problem. P:
Sunday we got together after the programmers to finish up our presentation and get our beta in order. It was a long haul to the end but we did it.
Tuesday will be coming soon, it’ll be (hopefully) a nice presentation and everyone can see how hard we’ve been working.
DIGM development meeting (1 hr)
Advisor Meeting (1 hr)
Saturday Work Meeting (9.5 hrs)
Sunday Work Meeting (4 hrs)
CS development meeting (8 hrs)
Enemy and character sprites (10 hrs)
Modular Map Production; secondary models, and map redesign work (25 hrs)
Implementation (10 hrs )
Extra Random Stuff (5 hrs)
Items Production (12.5 + XReshHours hrs)
Presentation Development (9 hrs)
CS development (16 hrs)
Beta is DONE! We’re 2/3rds of the way there. Time for some Polish!
Some communication issues with the programmers but honestly we’re more on the same page than we have been in a while
The week technically started with a casual conversation after class on Tuesday making plans for the rest of the week.
Wednesday we pulled in one of our trusty programmers Tom to help with our posters so we didn’t end up in a spiral of design decisions that the casual observer wouldn’t care about. Or ultimately something that while it looked cool but didn’t do what we thought it was doing. Either way Tom was helpful and we got a lot done.
Thursday we had our team meeting. Maps were discussed, items on our bounty board, as well as the animations we need in by beta lock. After the meeting the members of the team that could go went to Philly Game Forge Dev Night.
Friday was our Wagner meeting that almost went suspiciously better than normal. He seems confident we can get our game where we need it by beta lock and with that assurance in hand we planned for our Saturday meeting.
Saturday was a work meeting where so many things got done! It was great- we got our GUIs in there, we got so many items in, everything is shaping up well.
DIGM development meeting (1 hr)
Advisor Meeting (1 hr)
Saturday Work Meeting (5 hrs)
CS development meeting (3.5 hrs)
Enemy sprites (1.5 hrs)
Poster Stuff (14 hrs)
Modular Map Production; secondary models, and map redesign work (23 hrs)
GUI Work (6.5 hrs )
Extra Random Stuff (6 hrs)
Items Production (7 hrs)
CS development (16 hrs)
More got done it’s just a general giant push in the right direction