Tuesday, February 23, 2016

David Monteleone, Week 7 Journal PPJ, Blog post 7, GMAP 378

Content with Hours (Examples included):
                My first task for the week was to capture the footage of the game for the video draft. Not an entirely big deal, but it does take time to configured Open Broadcaster correctly, capture the game, and then to run to campus to upload the video. However when I got to campus, due to the virus that knocked out AWExpress, I didn’t have the authentication to upload. I eventually got the files to Cory through other means!
 (.75 hrs)

My next task was to add the Quiz Game art that Jinghan made. That was a rather simple task, and the game looks great now!

(.25 hrs)
                My efforts then moved onto fixing numerous bugs with the current build. The first bug I tackled was the Space Aim texture bug. Somehow the textures linked to the feet and the Lego models got lost in the game. This took a fair amount of hunting around the Unity project to eventually find. The textures are back where they should be and are no longer a bright pink!
(1.25 hrs)

                Last, the bulk of my work for the week was based around configuring the original 5 mini games and my current 3 micro games to work with Ryan’s new control scheme. This involved me going into each game, finding the code that controlled the controls, and then rewriting the code such that they talk to the new input scheme. Ryan’s new control method is definitely much better to use. Taking this time for each game has really made the controls much more reliable. This also links us to the initial player select screen that Xavi made last week. ie: player 1 in each game really and always is player 1 now! The games that took the longest to fix/configure were Runnerz and Mech Warfare. The reason for this is that they use the standard asset controllers. Ryan helped me configured a controller prefab to work for Runnerz. I then made my own FPScontroller prefab for the Mech game and added it to the array of tools we now have. This means we can reuse those prefabs for other FPS games and change the controls around easily. As you can see below, we simply change the text (of Horizontal Input, Vertical Input, …etc) in the inspector to whatever we want to control the movement, jumping, or looking. These control changes took plenty of time, but I agree with the group that they were worth the effort!

(3.75 hrs)

Content Positive (Duplicate hours from above):
-          I captured footage for the new trailer (.75 hr)
-          I added art to Quiz Game (.25 hr)
-          I fixed the material linkage bug in Space Aim for the feet and the Legos (1.25 hrs)
-          I configured the original 5 and my new 3 games to use the newer more reliable controls setup (3.75 hrs)

Content Negative
-          Old code is still haunting us, but it’s slowly being removed and fixed

Total Hours for the week: 6 hrs



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