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

 

Breakdown:

MAPS 1-3 IN GAME AND FULLY FUNCTION-COMPLETE – 13 hours

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.

icons

whip_SpriteSheet

 

Breakdown:

Map #2 Implementation – 10 hours

GUI – Character Select Screen – 2 hours

GUI Implementation Main Screen – 1 hour

 

General Housekeeping – 5 hours

Meetings – 10 hours

Total:28hours

 

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.

 

img_20160221_183300

Breakdown:

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

Total:22hours

 

Good Shape? Week 7 PPJ

We are in good shape! This is our conclusion of the week.

Hours breakdown:

Meeting on Tuesday (1hour). We discussed our UI feedback as well as our poster.

Meeting on Friday (1hour). Prof. Wagner canceled it again, but we all gathered with CS side of the team and we received an assets list request.

Dev day on Saturday(3hours) I made a new gun icon/ in game item during the meeting. Resh walked us through the map creating process.

Lower the polys counts of the rocks from 150~polys to 30-50 polys. Also centered pivots and deleted all the histories. (3 hours)

Positive: The group came up new UI design. YAY!

Negative: Because I missed the meeting on week 6 Saturday, all of the designs that I made was not useful. They have another set of concept design sketched on the paper which they thought those were better. I am fine with them, but I am no long working on UI. The Perfoce doesn’t work well on my new mac. I am not so familiar with OS and it causes problem when I need to share and get files from server.

Total hours: 8hours

 

 

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

 

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

Lunar New Year: Week 5 PPJ

So it was Lunar New Year last week and we also got a GDC presentation.

Hourly breakdown:

Weekly DIGM meeting (1 hr) We are gonna make our last character “Merchant”.

Prof. Wagner weekly meeting turns out to be our GDC presentation prepare meeting.  (1 hr)

We got a GDC presentation on Friday. and we didn’t get a chance to win. (2hrs)

I worked on coloring the character. (2.5hrs) I will break it apart and prepare it for rig by Tuesday.

I started working on UI for the game lobby. It’s working in progress. (1hrs)

Positive: We participated GDC presentation, which was great. It tells exactly where we stand among all of the other games in the program.

Negative: The Lunar New Year and parents visiting ate up my weekend 😦 Did not get enough time to work on things.

Total hours: 7.5 hours

 

Characters&more: Week 4 PPJ

I kept on making the characters this week.

Hours breakdown:

Weekly DIGM meeting (1 hr) We decided to getting more characters into the game. Therefore, this week we aimed at getting in”the Scientist”.

Prof. Wagner did not come to the weekly meeting. However, we gathered together, play tested the game, and recorded the game-play footage (1.5 hr)

I worked on the wooden barrel wall which will be used as an in-game item. (2hrs)

I worked on coloring the Scientist and prepared his body parts for rigging. Then I past it to Patrick for next step of the pipeline.(5hrs) The team decided not to add gradients to the character in order to speed up the production. However, at least on my end, it doesn’t make a big difference. It saved me 30mins at most, and it results not look as good as previous characters.

Scientist_brokenup

Positive: It was another productive week.

Negative: When Pat was rigging the character, he encountered missing parts. Then I double checked the file and I figured they weren’t past down from Jordie. All of these was because Jordie was distracted by Pat the entire time while she was doing work. Therefore, we blame Pat for this issue:)

Total Hours: 10.5hours

Snowdown Week 3 PPJ

The week, we had a blizzard, but our production did not pause.

Hours breakdown:

Weekly DIGM meeting(1 hr)

Meeting with Prof. Wagner (1 hr) Emergency meeting (.5hr)

Production meeting on Saturday (3.5hrs) We developed a “kill list” for making in-game assets.  I worked on Lady Mafia all the way through the meeting. Working on Coloring all 3 views of new Character, Lady Mafia, and broke down her into pieces in order to get it ready for rigging. (7hrs)

Lady_Mafia_breakdown2

Positive: Production meeting was awesome. We got a great chance to sit together and work on our stuffs and communicate and be productive.

Negative: We got to pause our production on character. Instead we are focusing on UI and items. We spent too much time on characters so far.

Total hour: 9.5hrs

Jordie Winter Term Week 3 PPJ

Hours Breakdown:

Meetings:

• Digm Meeting – (1 hr)

Decided on our tasks moving forward pending on how the Wagner meeting went and how we were going on getting the Archelogist in the game.

• Work Meeting with Digm Side (3.5 hrs)

I completed a lot of items in our jam session and learned how to put the assets into unity (well replace the assets in perforce which does the same thing because referencing)

Work:

• Made various item sprites; health heart, arrow trap, spike trap, floor switches (4 hrs)

arrow copy

itemsheartz

FloorSwitch_Arrow_UpSwitch copyFloorSwitch_Arrow_DownSwitch copyFloorSwitch_Spike_UpSwitch copyFloorSwitch_Spike_DownSwitch copy

FloorSwitch_Blank_UpSwitch copyFloorSwitch_Blank_DownSwitch copy

• Fixed the back rig (that I had left over from last week) (1 hr)

• I reanimated and reorganized the rig once I had all of the archeologist parts (5.5 hrs)

arch_withskin_2

Total hours: 10.5 hrs

 

Positive:

-We got a LOT of items in and I learned more about unity

Negative:

-Missed the Wagner meeting however I was able to get the information I needed from my team mates

– I had the scientist linearting on my plate and it was the one task I did not get finished this week. It will get done within the next two days; I had a lot due this week in other classes. I feel like I didn’t get nearly enough done.