This week, I just had to finish textures for any fbx in the currently in the build. That meant importing a transparent trexture for ufo in refuel and a texture for the popcorn machine in pop corn popper. That was the end of my art production for this week and the entire term. The rest of the week I spent time helping my team gather play testers for both the playtests on Wednesday with infinite skies as well as alien arcade's own individual play test on Monday. I created the event on facebook and constantly blasted it out to every drexel group in hopes to get as many people possible. During the play test, I've captured some footage for Cory's video.
Pros:
Finish tasks in art backlog and closed it.
Got enough playtesters for the game this week
Cons:
wished I could have helped more with any other art asset that needed polishing
Event I created in facebook to get people for play test didn't draw a lot of people as I hoped. Even though we met our quota, I wished we got more people.
Hours:
Finished textures for fbx:
ufo - imported = .5
popcorn texture = 1
Getting people for play test(posting posters, sending invites) = 2
Attending play test and getting additional footage = 1
Total hours: 4.5
Personal Post Mortem:
This term was a bit rough for me. In addition to this class, I had other production heavy classes as doing the co-op interviews. At times I felt being pulled in 3 or 4 different directions with these projects and as result as I fell behind at times. However, I was not the only one in team suffering from being over burden with stuff and together, everyone pulled through this term to deliver on most of our promises for this build.
Problems:
Time management: 1 Production class is enough work for a student but working on 3, I found myself exhausted each day that I would fall behind schedule. I also had to do interviews for co-op and usually after doing those and traveling to them, I wouldn't feel able to do anything else for the rest of day. Not only would better time management would serve me better but also maybe not signing up for 6 classes this term. Lesson is not to take on too much.
Playtesting: Getting player testers for our game was a big problem most people faced, especially on the motion base. For me personally, I was usually never available when we scheduled playtesting on the motion base since I other classes around those times. I tried to make up for that by spamming our website to various friends, families, and game dev facebook groups, asking them to download the build and take a survey. Turns out I need work trying to write better posting to make people curious about our game and willing to give 4 minutes of their time to play the game.
Some mis-communicaiton: This was a problem that popped up every now and then. Usually I use Trello as a reminder of what I have to do. However, some art assets I did or created wrong. That was due to me misunderstanding the instrucitons, whether written or verbal. Luckly, whenever I screw something up, I was able to fix it and turn the correct asset in before the deadline. Again, this problem popped up every once in a while. Not a major problem but something to note.
Success:
Teamwork: When Moo diary team from last term got absorbed into Alien Arcade, everyone got well. A week or 2 into the term, the team was shown working well together. Everyone did their best to deliver what they ask and for the most part, we gave updates with each other on slack, letting known what was done or needed.
Art: For the most part, I was able to deliver on crucial art assets needed from me. By the end of term, any art asset asked form me is in the build. Also, I was able to catch some errors with other fbx not made by me and fix them.
In summation, despite being overwhelmed with classes and interviews, everyone was still able to deliver a solid build and I am proud to have been on this team.
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