Showing posts with label Mini-game polish. Show all posts
Showing posts with label Mini-game polish. Show all posts

Monday, February 15, 2016

Tj Heiney, Week 6 Journal PPJ, Blog post 6, GMAP 378

Add art to Refueled and fix movement:
I updated the art for Refueled to fit the beta. This required me to tweak some of the scripts and placement of items. I also needed to fix the movement for refueled. A lot of the issues with Refueled were fixed when I switched over to using AddForce() for the movement. John and I had originally attempted to do this when I started creating Refueled but hit a strange bug. I did a lot of testing to see if the bug would reoccur but I could not replicate this in the most recent build. I did a lot of tweaking and moving things around in an attempt to make things better.

I still need to add the progress bar that Vince has implemented. I think Refueled is really close to being done and ready for gold build. On the art side, It needs some instructions tweaked, a model textured, and the positioning for the first person fuel nozzle needs to be changed.

The controls and movement are much improved but I think tweaks still need to be made. The play space is too large and makes catching the aliens a little hard.




(2 hours)
Add art to Shooting Gallery and fix movement:
Shooting Gallery uses the same movement as Refueled. The logic is the same so I needed to tweak and update Shooting Gallery as I updated and tweaked Refueled. I did not tighten up or try to tighten up the movement for Shooting Gallery. I left the controls very flighty. The game is short and I think the floaty nature feels better and more challenging. This may need to be tweaked based on feedback.
I also added the art which looks good. Some things may change in later builds because I scrounged up art from other places in the game. Seems good to me though. 
  
(2 hours) 

Positives
I got my games up to the Beta quality that we wanted.
Negatives
I was still pretty sick. 

Total Content Hours: 4 hours

Tuesday, February 9, 2016

Xavier Smith, Week 5 Journal PPJ, Blog post w, GMAP 378


Idea creation, GDC, Slack, Mini-Game polish, PPJ

Preparing for GDC presentation - 6-8 hrs
Fixing up games – 2hrs
Editing Slides – 1hr

What a week! Most of the work this week was getting prepared for the GDC presentation and fixing up the games/making a suitable demo build for it. We had a bit of a setback in scheduling the motion base due to a scheduling error and had to go twice, however this gave us the chance to find and fix a loot of bugs in the game.

Firstly, one of the games we planned to show off had a bug where it ended immediately, and so I had to spend time figuring out what was causing that error, turns out it was just one line in the code that needed changing (along with some unity jank).  Secondly, I had to make a separate build for our presentation, as some of the games weren’t complete enough to demo. There were a few errors along the way but it eventually got done and our demo ran perfectly!

Additionally, some of our games that we needed to demo required a bit more overall polish and clarity in the instructions, so I made a few quick changes such as fixing up the movement/instructions on the QWOP game and swapping out the end-goal sprite for Runnerz.

Finally, we had to put together a presentation; I made the main slides (most of them just being reworks of Angela’s slides) before having Cory insert the testimonials video (now featured on our website!) and Angela fix the slides up to give them that extra polish.

Content Positive:
- We worked really hard to get our demo and marketing material up to snuff for GDC!  Everything we needed clocked in at under the 5 minute allotted time and we have things to use for the site now.
-  The game is all around more refined, especially for the games we demoed! (Namely Runnerz, QWOP, Interdimensional, Space Aim, Press/Don’t Press and Abducktion)

Content Negative:
- All of these things were stressful and took a lot of time out of the week

Total Time Spent: 9-11 Hours