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!
So it was Lunar New Year last week and we also got a GDC presentation.
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
This week we skipped the concept art developing to create the real aesthetic stuffs for our game. we discussed how our map will look like, how many rooms we need build, what specific items will show in the map, and character animation in 2d in the meeting on Wednesday. My job is that start to build basic 3d modeling for a room and a sideway basing on the style of Mayan culture. Since I didn`t hear anything about the detail of the room layout, I did some researches about the structure of Mayan temple and then adding things in my room modeling. Also, I help my teammate to do a little bit animation of one character using software called Spine. Generally, I feel really good now because we finally have a goal to catch on. The other important thing is our team plus our CS team start to use Traser to connect each other.
Meeting with advisor: 1h
Meeting with DIGM members: 1h
Meeting with all members: 1.5h
Meeting with Resh on Sunday for Unity test: 1h
3D modeling work: 4h
Character animation work: 3h
Positive: Our CS members almost finish the game prototype, we can start to the do playtest in 3 weeks later, which makes everyone feel comfortable to process their own task.
We have a clear plan of division of tasks, no one has questions about it.
Negative: Since I missed a discussion of map requirement, my modeling has a trouble to see details from the top view in the camera of Unity. It leads we have to re-design the map but they don`t think it is serious.
This is the snapshot of my temple modeling.
- 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)
- Character visual development (2 hrs)
- Environment visual development (3 hrs)
- Environment Implementation (3 hrs)
- CS development (18 hrs)
- The map is created, and has been put into Unity as a first draft for testing purposes
- It took us this long to get things into Unity.
Total Hours for the week: 36
Maps happened this week!
What does that mean? It means models for the environment started coming together, and were finally put in Unity, meaning I had some non-spreadsheet, non-boring work actually worth showing!
Maps! – 4 hours
Design work (Scaling down what goes into our vertical slice, as well as settling some gameplay related arguments about round length) – 2 hours
Meetings – 4 hours
Total: 8 hours
Look at that map! That is a nice map!
I kinda fell behind and had to spend the end of the week making it up.
My major task this week is to design our in game items. We came up an item list during the meeting. Although we may not going to implant all of the items functional in game this quarter, we still want to have all each of them visually designed. In order to design the items well, I did researches and took consider about the game’s art style, lore, and also the depth of details. Nevertheless, we have officially started using Tracer as our project management tool this week.
- On Monday meeting, we met with our adviser and gave him the report of our current status. We gave him a promise of playable content in 3 weeks. (1 hr)
- After we dismissed, we had a Skype meeting on DIGM side. We have made final decision of character concept art. (0.5hr)
- On Wednesday weekly meeting, we went through and modified our task list. After that, We went through the function of Tracer and each of us are assigned tasks for the week. (1hr)
- During the weekend, I did the research about all of the items that I was going to create art (1hr)
- After the research I created graphic art for all 6 of the items: Dynamite, whip, snake basket, golden orb, gem, and monkey. The images below are how they look like in game. (5hr) However, they still need to be animated. Furthermore, because the items are also shown on phone as items in the inventory, I planned to make each of them an in-inventory-icon.
- Writing PPJ of week 5 (0.5hr)
Positive: By using Traser to manage each person’s tasks is the best! It show what we have done, what we are doing and what we are going to achieve. It is a great tool.
Negative: I haven’t communicate with the team about the idea of using the icons to represent them in the inventory. That’s why I only have 3 of them as concept to see if they appreciate this idea.
Total hour: 9hrs
• DIGM Meet [Skype] (1hr)
• Advisor Meeting (1 hr)
• Meeting with Pat [Skype] (1 hr)
• Full Team Meeting (2 hrs)
• 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:
Doll For Rigging:
-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
-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
Art, Design, team fancierfish, Jordie, meetings, animation