Tuesday, January 12, 2016

Ryan Crim, Week 1 Journal PPJ, Blog post 1, GMAP 378


Content with Hours (Examples included):

After meeting as a whole team at the end of the first class, I took a little bit of time to read over the GDD and familiarize myself with the layout of the Perforce and Slack channels. (0.25 hr)

Having a better understanding of the game and process, I tried to brainstorm some rough game ideas as well as quickly look into some implementation ideas. One of these ideas involved creating a tilting platform with a maze (see idea 2), which was not too difficult to implement thanks to this helpful link (http://catlikecoding.com/unity/tutorials/maze/). However, there were a lot of early collision issues that would need to be worked through to make this idea solid. My rough implementation for High Strikers (idea 1), went a little better, but there are also cases where the hammer collides a bit weird with its surroundings as well. Below are short descriptions of each of the rough game ideas I had. (1.75 hrs)
  1. Throughout the arena, there are High Strikers (strength machines to hit with hammer) that the humans must go around and trigger to show their strength. The first player walks around while the second player controls the hammer. The aliens could modify the position of the High Striker machines or disorient the playing field in some way. Furthermore, if it were decided to have actual micro-games, then the idea of moving around could be eliminated and the players each control an axis of the hammer to hit one High Striker before time runs out.
    Figure 1. Screenshot of rough High Striker game

  2. The humans are placed inside of a maze on a tilting platform. By tilting the platform, the humans slide their way through the maze trying to get to the end goal that is placed on the opposite side of the maze. Meanwhile, the alien abilities could include swapping between two mazes every so often to try to throw off the humans rotating the platform to change the controls.
    Figure 2. Screenshots of rough maze game switching between mazes

  3. The humans need to get through all of the crowds to make it to their favorite ride, in the style of Frogger. One player is in control of moving, while the other is in charge of rotating the view to see where incoming obstacles are. The aliens can slightly disorient the humans to slow their progress. 
  4. The humans are in charge of a face painting booth, so they are given a stencil to fly above and try to match with paint. The first human controls the flight while the second controls when the paint flows out. The aliens affect the “person” being painted, such as having them sneeze, etc. to try to mess up the paint job. 

Furthermore, on this past Sunday, we had our first group meeting that I tried to remote into since it is not an easy task for me to make it down to Drexel on the weekend. I was able to connect into the Skype call with John and Xavi, however, there were connection issues that caused all of the voices coming through to sound extremely robot-y and not understandable at all until eventually the call dropped. (0.25 hr)

One note I did get from the meeting was that the programmers were tasked with implementing a scene to show the correct handling of the TransformWrapper as well as score and timer updating, so I took my High Striker scene and added it to the project to show that I could implement those features (see Figure 1 above). In general, the process of adding a mini-game to the system was not difficult, but there was a tad bit of confusion with how some features of the structure work. (0.50 hr)

Content Positive:
- Gained an understanding of how to add a mini-game with a timer and score
- Brainstormed and roughed out a few very basic games ideas

Content Negative:
- Remoting into the first meeting did not work, therefore I missed most of the discussion

Total Hours for the week: 2.75 hrs

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