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. 

Jordie PPJ Week 8

Hours Breakdown:

Meetings:

• DIGM Meeting (1.5 hrs)

• Team Meeting Monday (1 hr)

•Team Meeting Friday (1.5 hrs)

Work:

• Updating and Editing the Website (and figuring out the means to do that) (6 hrs)

• Updating and Fixing the Rigs in Spine (1 hrs)

•Logo Design (2 hrs)

•Presentation and Documentation (4 hrs)

Total hours for the Week: 18 hrs 

Positive:

-I ended up working on the website early in the week like I planned on doing weeks ago so the moment it’s finished I can start doing more marketing type things to push our game forward.

-Got some documentation done for the CS Side

Negative:

-Got thrown a wrench on Monday on our design which set us back.. sort of. Mostly fixed the perceived problem

-Havn’t finished the website “about” page completely- waiting on Bios from team members

-Haven’t finished the page for the promotion of our game yet- that will be completed sometime this coming week.

-Skins are far more time consuming than I realized.

Tags:

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

Jordie PPJ Week 7

Hours Breakdown:

Meetings:

• DIGM Meeting (1.5 hrs)

• Team Meeting Monday (1 hr)

•Team Meeting Friday (1.5 hrs)

Work:

• Fixing Base Model for Front (Spine stuff) and Animated everything for the side- rendered out and put on perforce (3 hrs)

• Redraw hands and feet for back Model- and fix model in spine (2 hrs)

•Experiment in spine to make sure the draw function could be animated and get skins working (1 hr)

• Environmental texture Work Floor stuff (.5 hrs)

•Ended up working on Logo for the Game (.5 hrs) Didn’t need to get done but it was something I just felt like working on.

Total hours for the Week: 11 hrs 

Positive:

-I finished the front model, rerigged it, and animated the side. It went MUCH faster than I expected- Figured out another function within spine to make my work go much faster. This program has a lot more to it than I realized. Once I figured out the trick to keying that I can also do the skins so much easier! It’s not magic, it’s still work, but this is FAR faster than drawing everything by hand! Very Happy > W <

-The back rig is troublesome in how it works but should function fine moving forward

-Got done what was planned

-Should be able to do that next week the archeologist skin- and after that I’ll be completely done with what I needed to get done with this vertical slice!! So I’ll be two weeks ahead of time (technically) which means I can finish the animations for what other items we’re using for the game (which was more or less a stretch goal it felt like same time last week) and (maybe) I can work on the skins for the other characters.

-Perforce is working well- I’m super happy with how easily I can use it. Just gotta understand how it version saves— because I’m automatically still putting v1, v2 etc on my stuff. Oops? Good habit but evidently not for this.

Negative:

-While I finished what I had planned to do this week… but in the middle of the week I added more work onto what I wanted to get done. That didn’t get finished. It’s just drawing the skins and animating the front and the back that I also wished to finish.

Tags:

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

Busy Week 7 PPJ

This week, a lot of things happened. Because we promised Wagner a nice vertical slice for next Monday, we have to get a lot done this week.

Hours Breakdown:

  • We had a huge play test section in EGS  on Tuesday afternoon. Over 15 testers played our game and filled up the survey. (1.5hrs)
  • We had a DIGM meeting on Wednesday. We discussed how I need to modify the Golden Orb. First, it needs to be orbit instead of a random shape. Second, it need to have Mayan style decoration. Third, it needs to be shinny. Also, we planned that I will help Jordie to do the character animation. (1.5hrs)
  • I finally learned and set up Perforce. Also, I got it connected to Unity on my laptop. (1hr)
  • I did the color adjustment to the UI and final adjustment. Then I exported all the background, buttons, icons as separate sprite. They are ready to be implanted. (1hr)
  • We had a full group meeting on Friday. We analyzed the play test data from Tuesday. I was requested to do the in-game whip animation. We discussed 10 frame animation will be good enough for it.(1.5hrs)
  • Reworked on Golden Orb according to the discussion. (1hr)

items_goldenOrb_ve3

  • On Saturday, I realized that Jordie finished all the character animation, so I don’t need to do any. The attacking animation was finished by Jordie, so I need to animate the whip according to the character’s movement. In this case, there were 30 frame instead of 10 frames which surprised me. Therefore, I did the whip animation accommodate to 30 frame version. That took longer than I thought. (3hrs)
  • Write this PPJ (0.5hr)

Positive: Perforce is a great tool to share files. It is good that it has been set up. Communicating with group members during the production is very nice. Programming side people are very nice to hold my hands and walk me through Perforce work flow (log the changes, submit the files, etc).

Negative: This week was pretty much packed up. Tired.

Total Hours: 11 hours

Jordie PPJ Week 6

Hours Breakdown:

Meetings:

• DIGM Meeting (2 hrs)

• Advisor Meeting (1 hr)

Work:

• 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 

Positive:

-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.

Negative:

-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

Tags:

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

Jordie PPJ Week 5

Hours Breakdown:

Meetings:

• DIGM Meet [Skype] (1hr)

• Advisor Meeting (1 hr)

• Meeting with Pat [Skype]  (1 hr)

• Full Team Meeting (2 hrs)

Work:

• Redraw Doll and Rig in Spine (6 hrs)

• Environmental texture Work (5 hrs)

Total hours for the Week: 16 hours

Some Artwork I’ve Made:

Environmental Textures:

textures

Doll For Rigging:

FinishedDoll

Test Animation:

Archelogist_Rigs

Positive:

-Got sprite DONE; it’s all rigged for our first iteration. We’ll have to do more and I’ll be fixing and tweaking it in the next week

-Photoshop part of sprite task took FAR less time than anticipated

Negative:

-Didn’t get as much animation done by Monday meeting with Wagner as I wished I could spend time on- had to send that task down the line

-test animation doesn’t loop seemlessly

Tags:

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