Winter Term Fancier Fish Production Update (2/16 to 2/22)

This week felt ages longer than it actually was. The term is wrapping up and various other duties are snatching up people left and right.

Screen Shot 2016-02-23 at 9.26.29 AM
Poster Display Design with correct measurements

On Thursday we had our usual DIGM meeting and went over our plan for the next week as well as what we NEED to have done for our beta lock at the end of term. Starting this week it’s officially crunch time. We also tasked ourselves with coming up with themes for the upcoming map designs.

We sent a representative from the CS side to go out to game forge but unfortunately there was only one phone to use which rendered the opportunity to get playtesting data useless.

Screen Shot 2016-02-23 at 8.56.20 AM
Poster Design Rough in by Jordie

Friday was normally our Wagner meeting, he couldn’t attend, so we used the time to our advantage since the entire team was there. We threw every idea out that we had and decided on three new themes for our upcoming maps.

Saturday it was decided that we’ll shoot for two maps this week and on Friday present our efforts to Wagner to get his feedback and hopefully things will go well. We have our posters that need to be completed, or rather, perfected by Friday for when we send them out to the printshop. Crossing our fingers everything goes well and that come next Tuesday we’ll have something amazing to display in URBN’s lobby to show off our game!

 

Group Meetings:

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

Production Work:

  • Enemy sprites (2 hrs)
  • Poster Designs, edits, etc (9 hrs)
  • Modular Map Production; secondary models, and map redesign work (18.5 hrs)
  • Extra Random Stuff (3 hrs)
  • CS development (16 hrs)

Positive:

  • All of us attended our various meetings this week in some form or another!

Negative:

  • Posters arn’t completely finished
  • Another planning week so less production work
  • Didn’t get play-testing data we were hoping for
  • Two of our members were sick for a good portion of the week

Total Hours for the week: 57 hrs

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

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 Term Fancier Fish Production Update (1/26 to 2/2)

We ended last week with having a bunch of items put in and more production work on both our characters and our map designs.

Last Thursday we reviewed our work from last week and went over our midterm presentation. After that there was discussion of the GDC presentation as well as what we wanted to have in our latest build for it, deadlines, etc. We decided as a team to go to the philly game forge and figured out who would be going, what we’d need, etc. It was nice to go and get some playtesting as well as see what other people are doing and meeting more individuals in the field.

The next day was the advisor meeting however we used that time instead to film game footage for our trailer. Turns out, most of the footage was unusable however we didn’t know that until we looked at it Saturday night to get ready to make the trailer.

Saturday we had a team meeting / work party. It was a time to catch up and work on what we needed to accomplish. The Scientist Line art was done as well as the sketch for the Merchant. The pieces of the new map were finished and textured and Pat worked on gantt update.

Monday we reshot footage and compiled all of our recored elements into the trailer. Pat’s dialogue was recorded in garageband and then edited and complied into after effects. Monday was also double checking the Presentation to make sure the latest elements were in place.

In summary, our map toolkit was completed, our scientist and gangster characters are in spine and in the game, we got more playtesting data, and we have the beginning stages of our trailer.

modular render images

Scientist_brokenup

Group Meetings:

  • DIGM development meeting   (1 hr)
  • Advisor Meeting -> Turned into Recording Footage  (1 hr)
  • Saturday Work Meeting (2 hrs)
  • Philly Dev Night at Philly Game Forge (2.5 hrs)
  • CS development meeting  (3.5 hrs)

Production Work:

  • Trailer (9 hrs)
  • Presentation work (10 hrs)
  • Scientist Character Production (7 hrs)
  • Map design, development and toolkit development (7 hrs)
  • Character mechanism (2 hrs)
  • Items development (2 hrs)
  • CS development (16 hrs)

Positive:

  • Modular Map completely finished. We have all of the pieces done and first round textures.
  • Two new characters are in the game. Fourth will be done this week.
  • We have the basics of the trailer done and will update it with game footage next time the group meets.

Negative:

  • Putting aside the last two characters for later in the term

Total Hours for the week: 63 hrs

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)

Positive:

  • Modular Map pieces are getting finished

ConorWall_WithDoor_01wall_pillar

arch_withskin_2

 

  • 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

Negative:

  • 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

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)

Positive:

  • 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

map03

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

Negative:

  • 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 Term Fancier Fish Production Update (1/5 to 1/12)

Group Meetings:

  • DIGM development meeting   (1.5 hrs)
  • Advisor Meeting (Attended but not had) (.5 hrs)
  • CS development meeting  (2 hrs)

Production Work:

  • Website Development (1.5 hrs)
  • Environment visual development (9 hrs)
  • Player Sprite Development (6 hrs)
  • CS development (16 hrs)

Positive:

  • Did get initial concepting done for character iteration II
  • Our meeting this Saturday hammered out where we are going forward
  • CS Team completed more than planned over break.  One new game type implimented.
  • Our toolkit for levels is started
  • Our reconcepting for gangster character is started and will be in the game by next week
  • Overall confident going forward

Negative:

  • Wagner meeting didn’t happen

Total Hours for the week: 36 hrs

Fancier Fish Week 10 Project Update (11/16 TO 11/29)

Group Meetings:

  • DIGM development meeting   (2 hrs)
  • Advisor Meeting (2 hrs)
  • CS development meeting  (2 hrs)
  • EGS/Production Schedule meeting (2 hrs)
  • Presentation Practice (2 hrs)

Production Work:

  • Website Development (5 hrs)
  • Environment visual development (10 hrs)
  • Environment Implementation (12 hrs)
  • GUI Development and Creation (9 hrs)
  • Player Sprite Production (6 hrs)
  • Presentation Work ( 7 hrs)
  • CS development (16 hrs)

Positive:

  • Worked a lot on our presentation and practiced it for the end of term
  • Pat completed the Textures and they are in the game
  • GUI work was done by JD and Jimmie
  • Resh tirelessly fixed our colliders each time they broke
  • We have a stable game to demo for Tuesday
  • First music iteration was given out to the team by Cat
  • Overall in a good place to move forward from

Negative:

  • GUI will still need to be worked on
  • Thanksgiving meant not as much gone done as could have gotten done with everyone spread out
  • Rendering took JD far too long

Total Hours for the week: 75 hrs

Fancier Fish Week 8 Project Update (11/8 TO 11/15)

Group Meetings:

  • DIGM development meeting   (2 hrs)
  • Advisor Meeting (2 hrs)
  • CS development meeting  (2 hrs)
  • EGS/Production Schedule meeting (2 hrs)
  • Presentation and Documentation Meeting (4 hrs)

Production Work:

  • GUI Work  (3 hrs)
  • Website Development (6 hrs)
  • Environment visual development (6 hrs)
  • Environment Implementation (10 hrs)
  • Player Sprit creation and Implementation (6 hrs)
  • CS development (16 hrs)

Positive:

  • We’re redesigning the presentation for Tuesday’s class and it should address the concerns professors have told us about as well as the game studio team
  • Pat managed to fix the modeling issues from JD’s stuff and finished the UVs for our environments models.
  • We’ve had more communication with the CS side and things are going to be going smoother from this point on
  • We are on track to solving the issue Wagner pointed out on Monday (see negative) as Resh took Jimmy’s lighting solution a step further to have our sprites interacting with the 3D lights to better fit them into the game as well as getting the sprites to cast shadows. More testing will need to be done but mostly in the ballpark.

Negative:

  • Perforce issues: Perforce gave Jimmie issues and he also somehow managed to lock all of our files at one point. (It’s fixed) JD also seemed to have issues with using perforce.
  • We had a lot thrown at us on Monday at the meeting. Wagner gave us an important note that might change a lot of our project. The 2D sprites weren’t working as well with the 3D environment. (See Positive)
  • Fire sprites (curtsy of JD) has some setbacks

Total Hours for the week: 59 hrs