To ECGC and Beyond! Spring Week 2 PPJ – Resh

Greetings Raiders!

Golly jeepers, or whatever you young kids say, have we got news! Now that I’m over my mysterious illness (Or back from my secret mission to save the planet? The world may never know.) Anyhow, in addition to the usual work update, I’ve been helping plot our trip to the East Coast Gaming Conference!

We’ll have a booth set up there at Indie Alley, demo-ing the game! Isn’t that great? Otherwise all I really achieved this week in quantifiable “on the game itself” work was some major layout fixes to the Prison level, and some minor tweaks to the other two.

This also marks my first PPJ without an hours breakdown, which feels pretty weird if I’m being wholly honest. I feel like I should be putting something here, so I guess I’ll leave you guys with a cool quote:

Build a man a fire, and he’ll be warm for a day. Set a man on fire, and he’ll be warm for the rest of his life. – Terry Pratchett

Refinement: Week 2 PPJ

Greetings Raiders!

We make a lot of improvement of the UI on the client (phone) device. Now we are using this “case folder” for the character selection scene. The buttons and the UI lay out have dramatically updated at the same time.

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Besides of that, I believe you have noticed already. That’s right, we have shaded all of the characters. Ivan Handabah and Dr. Walter Wattz are now shaded. They have more vivid looks in the game.

We are looking forward to see you all in game, Raiders!!

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

Jordie Winter Term Week 2 PPJ

 

Hours Breakdown:

Meetings:

• 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

Work:

• 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

Positive:

-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

Negative:

-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

Tags:

Production Art, team fancierfish, Jordie, meetings

No Title: Week 2 PPJ

We were trying to get a character in the game by next week.

Hours Breakdown:

I made the concept art of our first female character, Lady Mafia. (3hrs)

During our Thursday DIGM meeting, we went through the concept arts and we made the modification. Our next step is break down Archaeologist, rig it, and animate it. We formed a  character creation working pipeline. (1.5hr)

I attended the meeting with Prof. Wagner on Friday. We had a report of our current status and made a promise that we will have a character moving in the game by next meeting. (1hr)

Jordie had question about changing color of the character in Unity. I had an hour long chat with Zach and figure things out.

I received the Archaeologist’s psd file and broke it apart.  The character was prepared to be rigged. Then I past the file to Pat for rigging. (3.5hrs)

Positive: We had a lot of our pipeline set up, finally.

Negative: We were lacking communication about technically how to achieve the character color switching issue.

Total Hours: 9hours

 

Fancier Fish Week 2 Project Update (9/27 to 10/3)

Group Meetings:

  • DIGM development meeting   (2 hrs)
  • CS development meeting  (2 hrs)
  • Full team design meeting (2 hrs)
  • EGS/Production Schedule meeting (2 hrs)

Production Work:

  • Website setup   (3 hrs)
  • Visuals first production draft (3 hrs)
  • Map design first production draft (3 hrs)
  • CS development (6 hrs)

 

 

Positive:

  • Visuals coming along nicely.
  • Prototypes functioning at expected levels.
  • We have a website now. (This is that website.)

Negative:

  • Took longer than expected to finish settling production schedules.

Total Hours for the week: 23