Winter Pre-Beta PPJ – Resh (THE FINAL COUNTDOWN)

Well, that was definitely a weekend. 15+ hours of us all in one room, jamming out and adding a ton of content to the game to get ready for feature lock. Some great stuff happened, like lights getting baked (huge performance fix!) and a ton of new items being added! The levels are up to beta-level of functionality, though we still have a lot of clean-up we want to do like tweaking textures and placement and the like.


Pasted image at 2016_03_07 04_44 PM Pasted image at 2016_03_06 10_09 PM Pasted image at 2016_03_06 07_24 PM




Fixed a lot of item implementations. Like, a lot. Like the smoke bomb, the bear trap, a poison gun, and possibly the ability to throw snakes at each other. – 5hours

GUI Implementation Main Screen – 3 hours

Music Meeting – 1 Hour

Additional meetings – 6 hours

General Housekeeping – 5 hours

Total: 33 hours


Winter Week 8 PPJ – Resh

Hoo boy we got a lot done this week! Maps 2 and 3 are functional enough for playtesting, and most of their assets exist in a first draft form. We also got some cool new icons into the game, as well as some sprites and a sick new whip animation.





Map #2 Implementation – 10 hours

GUI – Character Select Screen – 2 hours

GUI Implementation Main Screen – 1 hour


General Housekeeping – 5 hours

Meetings – 10 hours



Winter Week 7 PPJ – Resh

This week was a lot of ups and downs. I had to go out of town for some medical work that subsequently made me unproductive for two days, but we made up for that by getting a lot of stuff rolling this weekend. I’ve set it up so even though not much on my end got done this week, the seeds were planted so that I can get a lot done within the next week, including another map design and hopefully some serious layout work/functionality for our GUI.




Map Iteration 2 Updates / Redesign – 3 hours

Map Iteration 2 Implementation – 4 hours

GUI – Character Select Screen – 2 hours

Map 3 design – 4 hours

Map 4 design – 1 hour(s)

General Housekeeping – 3 hours

Meetings – 5 hours



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.



Map Iteration 2 Updates / Redesign – 10 hours

Meetings – 5 hours

Total:15 hours


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)


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

Jordie PPJ Week 6

Hours Breakdown:


• DIGM Meeting (2 hrs)

• Advisor Meeting (1 hr)


• Fixing Base Model for Doll (6 hrs)

• Fix Rigs in Spine (2 hrs)

• Environmental texture Work Floor stuff (2 hrs)

Total hours for the Week: 13 hrs 


-Mostly fixed the doll rig and it’ll make things so much easier moving forward

-Finished almost all of the redraws I needed for the rig, Just need to redraw the feet and hands for the back rig.


-Fixing/Updating the Doll took far longer than I expected

-Didn’t finish fixing the rig for the back or the front, Only the side.

-I didn’t get nearly as much done as I wanted- needed to animate as well but didn’t have time with how long it took to fix the front rig /alone/

-I also didn’t get to making the archeologist like I was supposed to

-Didn’t finish Floor textures for pat like I was supposed to. Overall the doll taking so long was awful

-Lost my tablet- took a day or two to find the driver for the one I borrowed from Resh and took at least a day to get some decent quality stuff from it/getting used to it.

-Half of my lack of finishing work was on the lack of tablet the other half was because I just suck


Art, Design, team fancierfish, Jordie, meetings, animation

Fancier Fish Week 6 Project Update (10/26 to 11/1)

Group Meetings:

  • DIGM development meeting   (2 hrs)
  • Advisor Meeting (2 hrs)
  • CS development meeting  (2 hrs)
  • Informal DIGM work meeting (2 hrs)
  • EGS/Production Schedule meeting (2 hrs)

Production Work:

  • Item visual development   (5 hrs)
  • Environment visual development (1 hrs)
  • Environment Implementation (4 hrs)
  • CS development (16 hrs)




  • We’re all on Perforce now, or at least we’re supposed to be!


  • Perforce is giving us issues, but we are dealing with them.

Total Hours for the week: 36


Resh Week 6 Project Production Journal


What happened this week?

Well, Halloween happened, so in addition to creepy crawlies, I started inputting things like the walk cycle into our game, which we’re going to be using for independent testing to see if the scale needs to be changed. Additionally, I helped starting to help prep for a playtesting session on Tuesday.


Walk cycle input – 3 hours

Playtesting setup – 1 hours

Meetings – 4 hours


Total: 8 hours



Ziyang`s Week 6 PPJ


This Week my previous goal was to help animate our character in the game, but I was assigned to modeling our map with precise measurement in Wednesday meeting. I got all requirements measurement for each room from our meeting, and I worked on that using the entire afternoon of a day because I was struggling with incoordination between our layout and our measurement in actual see.


Meeting with advisor on Monday: 1h

(I misunderstanded in our goal for last week, I helped to animate character, but issues on the rigging and my other assignments bogged down me to fin. It led our team hard to show more stuff during the meeting, and I felt very sorry. )

Meeting with DIGM team on Wednesday: 1h

(We talked about more details for developing our game, and base on the suggestion from our advisor, we make some plans to modify it.)

Meeting with All crew on Friday: 1h

(Basically, we decided to use Perforce and Slack to communicate each other.)

Working on Map model: 5h

(Like I mentioned above, the data of size I got in meeting was not exactly become our layout looking, so I have to change some sizes to make it match our layout, and I sent to our group chat waiting feedback.  )

Total: 8h.

Positive: each one got clear task this week, and won`t happen misunderstand again.

Negative: I am still waiting for feedback, otherwise I don`t know what I was done is fine or not.

I didn`t set up Perforce yet, will do it later.


Refine and refine: Week 6 PPJ

This week, my goal is to refine and finalize our in game items. I received feedback during both the adviser meeting and DIGM group meeting. The line weight and shading for each character needs to be unified. Also, we reviewed the new on phone UI that I made two weeks ago and the group pointed out some changes to it.

Hours Breakdown:

  • On Monday meeting, we met with our adviser and gave him the report of our current status. He saw the item art that I made and provided feedback.  (1 hr)
  • On Wednesday DIGM weekly meeting, we went over the precise measurement of the map and my art works. I am going to use monkey’s line weight’s thinner version plus the snake basket’s shading on all of the item arts. As a result, it will eventually make the art style unified. At the meanwhile, we tried out the on-phone UI on mobile devices and we see it’s layout fits them every well. However, we want to emphasize the typewriter concept more, so the buttons need to be redesign.(2hrs)
  • Full group meeting on Friday. We talk about how to set up Perforce and the dynamic camera options for the game.  (1hr)
  • I refined the art for all 6 of the items: Dynamite, whip, snake basket, golden orb, gem, and monkey. The images below are how they look like on phone. (3hr)  Btw, The icon concept was ditched.

items_diamond_ve2 items_dynamite_ve2 items_goldenOrb_ve2items_monkey_ve2 items_snakeBasket_ve2 items_whip_ver2

  • I remade and re-organized the buttons for UI mock-up. (3hr) I am really satisfied with this 3rd version of UI.


  • Writing PPJ of week 5 (0.5hr)

Positive: The feedback about my art works that I received this week was very straight forward and useful. It points out where should I improve clearly.

Negative: I haven’t set up Perforce yet. Need to do it sooner.

Total hour: 10.5hrs