Showing posts with label Task and Asset list. Show all posts
Showing posts with label Task and Asset list. Show all posts

Thursday, November 19, 2015

Riley Stewart, Week 9 PPJ, Blog Post 6

Foot model: 2hr
Tube Dude rig fix, Animations, and implementation: 10hr
Dashboard: 2 hr

The majority of the week was spent fixing the broken rig on the tube dude. After many hours of tweaking and trial and error, I was able to create a workable, but not perfect rig. Afterwards, I created the animations for the tube dude, which were Idle, Front, Back, Left, and Right. Afterwards came the implementation into unity, which was not much fun at all. After doing a bit of research into Unity's animation editor, I was able to layout and create all the animation states and transitions needed for the game. However, having the coding ability of a potato, was unable to create a script triggering the animations. It ended up that David would have to endure the hardship of learning that. However, the tube dude turned out to be very successful

Another task I was able to fully complete was the foot needed for space aim. This was probably the most straightforward task yet. The foot was cut off a pre-existing human model I had made, which then had the polycount reduced. Following that, I applied a texture to the model in mudbox to make it look more like, well, a foot.

Other tasks for the week, unfortunately did not turn out nearly as well. I began texturing the long overdue control panel in mud box. However, it became apparent that I would not be able to create the texture efficiently in the style needed so it was back to square one, as a new set of UV's would be required in order to efficiently Photoshop it. The uv's took a decent amount of time, requiring specific and organized placement in order to properly work. I was unable to get to Photoshopping the new texture, as it already being late, and along with having an unfortunate accident involving my finger left me highly De-moralized to say the least. As for the mech cannon, that had to be pushed back an additional week, as the tube dude was #1 priority this week which took up most of the time I had available. Hours for this week were heavily restricted, as I had a heavy final workload for my primary class this term, along with my hours working at my jobs being nearly doubled over the last 2 weeks (that paycheck though)

Content Positive
-Tubedude COMPLETED 10hr
-Progress on control panel: 2hr
-Foot COMPLETED: 2hr

Content Negative
-Work hours doubled, other finals severely reduced workable hours)
-Control panel forced to be reset
-Mech cannon pushed back a week

Total Time Spent - 14 hrs

Wednesday, October 28, 2015

Riley Stewart Wk 6 PPJ

UFO Modeling

My task for the week was to model the primary UFO object to be used by the player, and the control panel overlay that will be seen by the player. Using Angela's concept art, the ship was modeled in about four hours, followed by the control panel, which took about three hours. The UFO model itself is primarily used for shadows and reflections that might be seen by the player, as the game will be played in first person. The control panel will be a single png image that will be overlaid onto the players view. For next week, the control panel will be textured and modified as needed, along with the ship if necessary.




Total Time: 7 Hours

Pros:
- Primary models created

Cons:
-Perforce

Total Hours: 7

Wednesday, October 21, 2015

David Monteleone, Week 5 Journal PPJ, Blog post 2

GDD Draft, Status Report, Team Setup, Midterm, Website updates, Task and Asset List

Content with Hours (Examples included):
This week I was tasked with carrying out the paper work. I was tasked with completing a GDD draft. In this draft I went through and cleaned a path so that the group can easily refer to the document in order to get specific details about the goal of the project as a whole. My goal was to make a document where if this game gets picked up in the second quarter, the group that joins us can easily read the document and gain a clear understanding of how to fit into the development of the game. This took the majority of my time, but is critical to get right so that the team can refer to the document and not get confused.
 (6 hrs)

Alongside this was extra team management and setup tasks. I further updated the website to contain the necessary information for our midterm organization review. I added a link to directly download our latest build too.
I went ahead and created a Slack group that the group will be utilizing as our primary means of communication during the development of the game.
I created and now manage the Google Spreadsheet that contains the status report information. This was compiled into a quick PowerPoint presentation or class.
I also put together a rough task and asset list.
(4 hrs)

I attempted to further develop the mini game, or boss level, Slapz, but ran into a time issue when my professor for CS 380 changed the date of our midterm. I needed to stop working on Slapz and turn my attention to studying.
(1 hr)

Content Positive (Duplicate hours from above):
-          GDD has the ground work laid out. The group can now refer to this for overall game design.(6 hrs)
-          The group has a setup management system and lines of communication(4 hrs)
-          The website is updated to be current and contains our current version for download(1 hr)

Content Negative
-          Due to a midterm rescheduling in my other class, I was unable to work on the Slapz mini game as much as I wanted to.

Total Hours for the week: 9 hrs


Tags: Programming, Website, GDD, Week 4, Week 5, David Monteleone, PPJ, Status Report, Task and Asset list