Beta Time- Patrick Martin Week 9

I was DEAD WRONG about my illness getting better on Monday. Tuesday and Wednesday i was really feeling like crap and essentially coughing up a lung. It was not fun. Then on Thursday we met up and got our budget proposal lined up and were told to free up our weekends as it was crunch time. I focused my effort on getting my work done and getting better the next couple of days. We had the Wagner meeting on Friday. It was largely uneventful. He said he was proud of our progress and that we should be able to pull together beta for Tuesday. On Saturday, we had a super huge Jam session with everyone at excite. It overall went well and we got a TON of stuff done. I was mostly making sprites and doing odd jobs. Then on Sunday, we got our presentation and touch-ups together.

Hours Breakdown:


• Digm Meeting (1 hr)

• Wagner Meeting (1 hr)

• Saturday Meeting (9 hrs)

• Sunday Meeting (4 hrs)


Total hours: 15 hrs


• We hit Beta and that is something to be proud of.


• Colds suck. Don’t get sick kids.

Pat Martin Week 8 PPJ


• Digm Meeting 1 hour 

During this meeting we touched base on how we were doing and figured out how we were divvying up the Bounty board.

• Wagner Meeting 1 hours

We talked to wagner and showed him the current state of the game.

• Saturday Work Meeting


Work on prison map and implementation: 3 hours
Worked on this earlier in the week as well as at the Friday work meeting. Had a few issues with scaling and colliders but that will be handled as soon as possible.

Work on Mud and Pit sprites 2.5 hours
These were done at the Friday meeting. The mud is completely finished but the trapdoor for the pit trap is not quite finished.

Wrangling with perforce 1h
Had some trouble uploading to perforce this week but Zach and I together got it working.

Total hours: 8.5 hrs


• Got The stuff done that I was asked to get done.


Started getting sick near the end of the week and that really stinks but as of Monday I am starting to get over it.


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

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.


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

Jordie Winter Term Week 3 PPJ

Hours Breakdown:


• 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)


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

arrow copy


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)


Total hours: 10.5 hrs



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


-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. 

Winter Term Fancier Fish Production Update (1/13 to 1/20)

Group Meetings:

  • DIGM development meeting   (1 hr)
    • The team took the concept art developed by Jordie, Jimmy, and Pat to piece together what was good about the designs into what is now the new Gangster character. Then it was decided who would be doing what when production began this week
    • JD and Resh hammered out details on the map and designs were discussed. Changes were suggested, jokes were had. Good meeting
  • Advisor Meeting  (1 hr)
    • Considering how the map design is going forward (modularly) Wagner suggested creating a feature where players create their own maps.
    • Menus were once again touched on as something that needed to get in
    • The time for feature lock is soon upon us
    • We asked about tablets and other things to help playtest our game
    • Wagner specifically requested the digm side to have one complete character in the game
  • CS development meeting  (3.5 hrs)

Production Work:

  • Gangster Character Concept Development (10 hrs)
  • Map design and development (6 hrs)
  • Player Sprite Production (6.5 hrs)
  • CS development (16 hrs)


  • Our archeologist is 3/4ths  of the way finished, only need to be put into spine and then we’ll have the animations and everything ready to export into unity.

Screen Shot 2016-01-18 at 4.27.35 PM

  • The second character, the gangster, is 1/3rd of the finished and should be finished sometime this week
  • The pipeline for character production is functional and looks solid going forward


  • We’ve been creating a few good map designs we can use going forward to expand our game.


  • Minor communication errors and might have a small issue with sprite color changing properties. Should be able to find a solution this week.
  • Only two members of the digm side were able to attend the CS development meeting this Saturday, next week should be better
  • Three of our members had health issues this week.

Total Hours for the week: 54 hrs

Jordie Winter Term Week 2 PPJ


Hours Breakdown:


• Friday Meeting With Wagner (1 hr)

Tasked with Finishing a character and having them IN game COMPLETE by friday

• Digm Meeting – (1 hr)

Decided on design for gangster and divided up work between Me, Pat, and Jimmy. We discussed finishing the Archeologist, as it turns out it was unfinished last term. Also I did not finish implementing changes on the back rig.

•Work Meeting with Digm Side (2.5 hrs)

Ended up doing most of the lineart for the gangster on that time, and I learned how the sprite’s color changing will be implemented in unity


• I completely finished the back, front, and side of the Archelogist for our robust rig, however it took longer than I anticipated as there were a many tiny pieces I didn’t count on taking so long. (4.5 hrs)

Screen Shot 2016-01-18 at 4.27.56 PM

• Linearted the Gangster so Jimmy could make the flat and chop it up into pieces for Pat to put into spine. This took more time than it should have as I was rather distracted during the process. (3 hrs)

Screen Shot 2016-01-18 at 4.27.35 PM

• Created a master Animation list for Resh so the coding bit of how our sprites will function will go easier. (.5 hrs)

• Created all Social Media Accounts and updated artwork for already created accounts (3 hrs)

• Almost Fixed the back rig in spine, will finish tomorrow (.5 hrs)

Total hours: 16 hrs


-Finally finished the archeologist and we have the lineart for the gangster done. We should be going into rough concepting and production for the next character fine.

-Hoping the document I created in order for the other people in the pipeline to complete and understand their jobs was enough.

-I am mostly back on track to this week despite the setback of Sunday


-I got REALLY sick on Sunday was completely AWOL. I ended up giving Jimmy the Lineart for the gangster on Monday, as well as the complete Archelogist. I should have given it to him on Saturday, however Saturday I realized what we currently had for set up to change colors on our characters would not be working as is and wanted to find a solution before finishing characters.

-Slightly worried about color changing for the characters, but that should be more of a minor concern


Production Art, team fancierfish, Jordie, meetings

Jordie Winter Term Week 1 PPJ

This is also counting some of the stuff I’ve done over break but the hours on that were more sketchy than I’d like as I didn’t record any of them well.

Hours Breakdown:


• Friday Meeting- was  going to be with wagner but things happened- (.5 hrs)

• Digm Meeting – (1.5 hrs)


•Went through our website and made all of our tagging system and such somewhat consistent (1.5 hrs)

• Concepted and researched methods of better design for our characters in terms of style. (10 hrs)


• This week I went through and designed a new version of our character “gangster” as I was requested to do (4 hrs)

Gangster Tests

• Animated the blank doll for the use item animation (1.5 hrs)

Total hours: 19 hrs


-We had a team meeting to decide where we’re going this term and we’ll figure out the pipeline for creating characters this week

– The rigging system I created last term will be completely usable and ready to go for this term, all the prep was completely worth it to speed our process along now.



-Our team meetings are at the end of the week so our production schedule doesn’t completely line up with the PPJ posting times


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