Showing posts with label Credits. Show all posts
Showing posts with label Credits. Show all posts

Tuesday, March 8, 2016

David Monteleone, Week 9 Journal PPJ, Blog post 9, GMAP 378

Content with Hours:

                Since this is our Post Mortem PPJ, I’ll keep what I did for the week to a short paragraph. Here’s a quick listing of bugs that I fixed: made aliens move faster in Water Gun, fixed Mech controls to be on the correct side for shooting, made the Press game slightly longer, added missing textures throughout the game, added and modified control panel images that were wrong, added alien controls to games missing them, and added human controls to games that lacked them.
(1.5 hrs)
                In addition to bug fixing, I also made the final credits scene to display our names and the music copyrights. I implemented the art for Press that Jinghan made. I removed the old and unnecessary UI elements from all of the games. Ie: the ‘X’ button, and return button in the top right corners. I added the Popcorn Popper texture that Joe made. I then started to work on the final GDD deliverable. In addition to these tasks, I spent a large amount of time playing the game as many times as I could. Every time I found a bug or issue I’d report it to the appropriate person via Slack. I love where the game is right now!
(3.5 hrs)

Content Positive (Duplicate hours from above):
-          Fixed various bugs throughout the game (1.5 hrs)
-          Added missing artwork, made the final credits scene, removed old UI elements, playtested the game like crazy, and worked on the final GDD.(3.5 hrs)

Content Negative
-          None

Total Hours for the week: 5 hrs

Personal Post Mortem:

                Since this is a personal post mortem, I will discuss how my efforts affected the team and where my efforts went right or wrong. In general, I believe that I was a great asset to the production of Alien Arcade. From the very beginning, I helped shape the game to be what it is today. Whether that was with my hard work or leadership the game was definitely impacted by myself. I’m happy to see the game be where it is today, but of course, there are always lessons to be learned by the mistakes made along the way.

What went right?

        1.       Documentation
During the term, I was in charge of all documents related to team organization, documenting the game, and putting in writing what the game is actually supposed to do. I put a significant amount of effort into each deliverable that related to documentation. The end result was a very good response from our professor. The game was also easier to understand and the group had a single document to go to for information on the game. I believe that this contribution was critical to integrating the new team members into our group early in the term. The documents explained how to make mini games and integrate them into our system. This is probably one of the best products that I produced for the team. This taught me the lesson that well done documentation can be one of a group’s greatest assets.

        2.       Game Making and Up Keep of Old Games
The group followed a similar development style as last term. As such, I developed three of my own games and maintained them. Because we allowed individuals to maintain their own games I was able to completely focus on keeping my games in tip top shape. I also took on the task of maintaining the games from the previous quarter. Trust me, there were plenty of bugs to be fixed in the original five games from last quarter. As a result, I polished a total of 8 games and am extremely happy with where they are at today. This taught me the lesson of being responsible for past work while also maintaining work that you have recently made. I didn’t make others find my bugs from last term. I went back and fixed the old games while still maintaining my new ones.

        3.       Communication
I made it a clear to everyone when bugs existed in their games or when things just didn’t seem right. During each group meeting I was an active member that participated and made sure that my voice and opinion was heard. Without this type of communication, many bugs would’ve never been fixed, controls would be flip flopped or nonexistent, and games would lack the proper art that the artists had put the time into making. I made sure that if an asset was ready to be put in a game that the person knew to put it in the game. I also made to sure keep the group on the same page when adding in new features, adding bugs fixes to another person’s game, or updating the GDD which is the final say in how the game is built. These lines of communication and networking are critical, especially when working with a group of 11 and using version control software. The lesson learned here is to always keep your lines of communication in a group open. People should always know what to do or what to fix.

What went wrong?

        1.       Time Estimation
Throughout the term, and even last term, I struggled to estimate my tasks appropriately. I ended up having many tasks being “Extra” when we would present the Status Reports for each week. This is something I know I have an issue with and I did attempt to fix the issue. I always tend to underestimate the amount of time it takes to fix bugs or implement features. The lesson learned from this is to use your past experience as a gauge for estimating the time required for tasks in the future.

        2.       Time Management
I did not have nearly as much free time as last term. This is a result of having more classes than I did in the fall quarter. As a result, I had to schedule my work for the project in tighter and more constricted time blocks. This resulted in many of my tasks being rushed and not as thoroughly completed as they could’ve been. An example of this would be the controls that I had to do two weeks in a row. I needed to manage, and space out, my tasks for each class more appropriately so that I could complete each class’s tasks well. This closely relates to my time estimation problem, but this is more so regarding my timing of everything in general. Balancing outside work with classwork and making sure each is given an appropriate amount of time. There were a couple weeks here and there that could’ve been given another hour of two of production for the game. This reason here is why I did not accept the leadership role that was offered to me at the start of the quarter. I simply did not have as much time to be the same leader I was last term. I think that was definitely a smart decision on my part, both for myself and the group. The lesson learned here is to make a schedule for each week or month and make sure each task is given an appropriate amount of time to work on it.

        3.       Not Play Testing Enough on the Motion Base
This is not just a personal issue that I had during this quarter, but this is a team issue. I did not play test ON THE MOTION BASE enough after making changes to the build. Granted, it’s difficult to find time slots that match the motion base hours and the teams. Last term, I felt like I was at the motion base on a weekly basis. This term, I did not have as much spare time to spend the game. The end result was a game that was well polished, but still needed a couple motion tweaks here and there. When the group did organize motion base play testing I was at every play test session. I even brought friends to play too. The lesson learned here is that setting aside time to test games is just as important as setting aside time to develop them.


Lessons Learned:
        ·         Documentation can be one of a group's greatest assets.
        ·         Being responsible for past work while also maintaining work that you have recently made.
        ·         Always keep your lines of communication in a group open. People should always know what to do or what to fix.
        ·         Use your past experience as a gauge for estimating the time required for tasks in the future.
        ·         Make a schedule for each week or month and make sure each task is given an appropriate amount of time to work on it.
        ·         Setting aside time to test games is just as important as setting aside time to develop them.




Wednesday, December 2, 2015

David Monteleone, Week 11 Journal PPJ, Blog post 7

Week 10 didn’t have a PPJ, thus its work is lumped into this post.

Remap Buttons, GDD, Balance, Space Aim Motion Bug, Mech Art, Credits, PPJ

Content with Hours (Examples included):
This week includes some work that occurred during week 10. Since week 10 didn’t have a PPJ the work for that week was lumped into this post.
My first task for the week involved stripping the debugging control scheme from our game. Beforehand, one of the players had the ability to perform both players’ actions. This was done so that the developers could play test on their own. These controls were stripped out to get us ready for the final Gold build. Along with this I tried to get the Xbox 360 triggers to function as shooting buttons. However since we are using one trigger from each controller it has become incredibly difficult to make it reliable. According to this article:

It seems that the bug is related to drivers, Unity, and the operating system. As such, the group has decided to not use triggers for the mech game. The bumpers will remain the shooting buttons. One option, in the future, is to use a third party library that fixes this problem. This took me lots of time doing tedious testing and reconfiguring of different drivers and Xbox 360 inputs. I may have spent too much time on this task for the week. My attempt to implement trigger shooting can be seen below:

if (Input.GetButtonDown("Fire2") || Input.GetAxis("TriggerRight") == -1) {
                ableToFire = false;
                fireRateTimer = fireRate;
                Rigidbody cloneProj = Instantiate(projectile, InstLocRight.transform.position, InstLocRight.transform.rotation) as Rigidbody;
                cloneProj.velocity = transform.TransformDirection(new Vector3(Random.Range(-Spread, Spread), Random.Range(-Spread, Spread), speed));
                Physics.IgnoreCollision(cloneProj.GetComponent<Collider>(), transform.GetComponent<Collider>());
                cloneProj.tag = "P2_Projectile";
                           source.PlayOneShot((Random.value < 0.5f)?shootSound[0]:shootSound[1],1);
                StartCoroutine(Wait());
}

(2 hrs)

Next, I worked with the other programming group members to agree on the correct timings for each game. Using in person responses from play testers we came up with the final timings to balance each mini game. This involved a bit of play testing, but was rather quick.

(0.5 hr)

I attempted to fix the Space Aim Drexel Ride bug. This bug is related to the movement of the motion base being rotated 90 degrees clockwise. I spent some time at the motion base and also collaborated with Professor Lloyd. After some at home work and motion base work I decided that this is a bug that Chenghao would know how to fix quicker than me since he wrote the original code. Thus, I talked to him about some possible solutions and he’ll attempt to implement and test them this coming week.

(1.5 hrs)

The last amount of work on the actual game from myself included the addition of Riley’s mech cannon model to mechanized warfare. I created a quick animation of it spinning and made them animate as such in unity. The result is constantly churning chain guns as you can see below! With this came the addition of a credits screen that can be accessed from the main menu. Now we have a way to give credit to ourselves and a place to put the creative commons licenses that were needed for the game’s music.

Mech Game with Guns Added
(1 hr)

Throughout the duration of week 10 and week 11 my documentation task was to progress the GDD towards the final deliverable. I went through a removed any mention of our betting system that we originally proposed. I reworked all the control descriptions to match what we currently have implemented. I added the mini games that were absent from the previous GDD drafts. I added a group specifics section so that when other group members join us they have an easy “go to” section for getting started in the group. The section is broken into subsections that talk about meetings, software used, version control, task assignment, etc… Altogether the GDD is near completion and is only lacking the updated figures and screenshots that will be taken from the Gold Build.

(4 hrs)

Content Positive (Duplicate hours from above):
-          Stripped debugging and developing controls (2 hrs)
-          Balanced final game timings (0.5 hr)
-          Added mech cannon art to Mech War and added a credits screen (1 hr)
-          GDD is near final submission quality (4 hrs)

Content Negative
-          Triggers have a Unity bug that prevents them from working for us
-          Space Aim bug would’ve been easier for the original developer to fix instead of me (1.5 hrs)

Total Hours for the week: 9 hrs

Tags: Remap Buttons, GDD, Balance, Space Aim Motion Bug, Mech Art, Credits, PPJ