Now the project, senior show are all completed. I have been thinking and review the senior project process and found out things that could be improved. I would like to share with you about what we did right and what we did wrong through out this 9 months project from my personal perspective.
What went right:
This project left a lot of great memory of working as a team. It simulates the professional teamwork pipeline.
We were able to follow the general guidelines and complete the project in a timely fashion.
Each of the member actually care about the project.
What went wrong:
The biggest mistake is that we allowed the CS team took the dominant position in the co-production. In the ideal situation, DIGM team should’ve made the decision and design the game. In this case, CS team could’ve act as a position of problem solver. They should’ve provide the function that we needed instead of we provided the art assets that they asked. DIGM team should have acted as the designer of the game mechanic and have the CS team to fulfill our technical requirement. However, the reality was the opposite. CS team decided what they could make so they put DIGM part of the team in their cage and eventually developed what they could make instead of what we wanted to make.
The second biggest mistake was that we went on 2D game. All of the DIGM member were good at 3D art but only one of them were in the position of 3D generalist. In our 4 years of education in GMAP program, we were especially focused on 3D game development. There was no acceptable reason for us to make a unprofessional 2D game for senior project, which was the most important project EVER in this program. Building a 2D game was not only ugly, but also a waste of our talent and resource. I have complained this 2D/3D issue in the past and the final product did not convince me at all. People were supporting 2D game except Ziyang and myself. Building a 2D game might be more comfortable for the CS team on coding and data transmission, so CS team was fully voting for it. Also Jordie had better 2D art skill when Resh and Patrick were fine with either way. Therefore, the team went on this weird 2D+fake 3D game. Compare with Mirrors of Grimody and The Knowledge we seek, 3D games are always more beautiful then 2D game. (EXCEPT we got super talented 2D artists who could make art like Ori and the Blind Forest or even Limbo)
The third biggest mistake was we did not start earlier enough do pre-production. Although the team was formed in the summer, but we did not have a full member meeting nor a solid concept until late August. There were a lot of cooler/more brilliant concept were ditched. I remember Resh made a spaceship game prototype was really awesome and it was the biggest shame that we did not push that concept. Zach got a prototype of a semi-music game. Either of them should be our senior project game. If we used them as our senior project, I believe we had a better starting point at fall quarter. Especially if we chose Resh’s spaceship game, we could have a better chance of even winning the GDC conference. I basically made up my mind to joined the team because of Resh’s prototype. I had all of the cool sci-fi designs and ideas that there was no way to present in Remote Raiders. I felt cheated. (lol)
We have attended our Drexel game expo in Creese student center. We tried to expose our game as much as we could. The most important thing is that people love Remote Raiders. We witnessed the players talked and shouted to each other as a part of gameplay. We also got a lot of useful feedback. Moreover, we understood that when the player complained about something means there is something wrong out there, but what they suggest usually not the best solution.
Next Sunday, which is 7days from now, will be our senior show!!! Woooohoooo!!! There will be playtesting and free food.
Until next time!
We have improved our slides and they look nicer than ever. We recorded a couple new game-play footage with higher qualities for demonstration and trailer. A lot of place holder images have been updated by the REAL images. The structure of the presentation has also been modified.
Please expect our next update! Until next time!
Another week and another check in to touch base with you guys. Here we are coming to the last few weeks before the senior show and our release to Itch and I am excited. This week we continued focusing on our presentation and really focus fired on making it more in line with the old timey feel we were going for. We ran with the idea of presenting an old image slide deck and it turned out nicely. We will need to continue touching it up but it is definitely coming along.
Thanks again for tuning in,
Patrick Martin Signing off.
Last week, we showed off our game on Philly Tech Week (PTW), although it was postponed to Saturday, due to weather. It was nice to not get our equipment all wet.
A lot of people played our demo and we collected a lot of valuable data. I believe a lot of you guys in front of the screen went to the event. RIGHT? It was good to see people enjoy our game and communicate with each other as our game encouraged.
And now, we are going to prepare for the senior show. Until next time!
WOO! This week we managed to get ourselves set up and we went to the philly tech week kickoff on Saturday. We managed to gather up quite a bit of interest for the game. The data we gathered from our the testing there was useful and will help us a lot for our post graduation release.
This week, we mainly focusing on backing up our team when the rest went to ECGC. JD, Patrick and I took cared the presentation when Jordie and Resh and our programming team were attending East Coast Gaming Conference(ECGC). We spent a lot of time on working on the new presentation. Other than that, we did not have much progress on production, but we are planning to catch up next week according to our play test data in the conference.
We will bring you more update next week!
This week was overall pretty productive and we have been focusing on our Gui and the upcoming presentations. Half of our team will be at ECGC and Half will have to give our Final production update so this has been a week very dedicated to presentations. Overall it went well though and we all came together to make sure it all looked as good as it could for the presentation.
This week has been marked with the inevitable sign of…. dun.. dun.. dun… PRODUCTION. That’s right we have all been hard at work polishing Remote raiders. I am currently assigned to UI work for the client along with Jimmie. I worked on planning out how to set up the unity scenes for the new screen flow and I was in charge of making the title screen. The new title screen background is below and it will be over layed with the button bases Jimmie had made earlier on in production.
We look forward to seeing you next week 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.
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!!