Showing posts with label Popcorn Popper. Show all posts
Showing posts with label Popcorn Popper. Show all posts

Wednesday, March 9, 2016

Vincent Slifer PPJ week 09 & Personal Post Mortem

This week was not the greatest, but not the worst week for me.  On a massive note, I got sick on Friday, which put me almost out of commission for Saturday and Sunday.  Other than getting sick, I was able to polish Popcorn Popper, Item Dodge, Ram the Planet, and Mechanized Warfare.  For Popcorn Popper, I added in the texture for the popcorn machine, increase the number of spawned popcorn to make it easier to fill the machine, as well as change the method that machine is simulated. In Item Dodge, I just change some colors to better fit the themes of the game and give the shooter a more recognizable model.  For Ram the Planet, I got rid of the power bar, as well as adding in assets to for the players to, more easily, recognize the speed that is supposed to be read.  For Mechanized Warfare, I changed the target selection so that the targets are now given a color overlay, rather than changing the material of the object itself.

New method for motion on Popcorn Popper

Ram the Planet



Positive Content
  • Updated Popcorn Popper, Ram the Planet, Item Dodge, and Mechanized Warfare
Negative Content
  • Was not able to get people to attend playtests
  • Got sick

Work and Hours
Alterations (~2 hrs)
- Changed assets for Item Dodge to better read how the game plays
- Edited Ram the Planet so the sense of speed is better understood
- Made Popcorn Popper spawn more popcorn per button press for humans
- Edited Mechanized Warfare so textures show up before they are shot

Final Art Implementation (~1 hrs)
- Implemented final art for each game

Total Hours: 3 hrs

Personal Post Mortem
What went right
1. Iterative Design
A major part of the process for my games was the iterative design the games went through.  Planet Ram is the biggest example of this process.  Originally, the game allowed the players to move around in the space as they attempted to reach the goal.  This was found to be too difficult to both play and discern the goal of the game.  So, the game was changed so the players only had to just hold two buttons in order to win, reflecting on the original intent of the wacky nature the game was intended to have.

2. Influx of ideas
A major plus with a larger team was the new set of people that could provide in team feedback and ideas for the games.  For me, it was extremely helpful to have other members take an objective look at my own games, to provide concise feedback on what was originally envisioned versus what I had produced.

3. Cooperative Goals
A major element of successfully developing the game was that we were working together in each game.  What I mean is, each element of every game was designed to cohesively work together, to create a more consistent feel, rather than five different programmers designing separate games.

What went wrong
1. Playtesting
My own personal issue, I was not able to get people to playtest the game.  I was unable to get people to play the game on a local machine due to the fact I only have one controller, and I was unable to get people to go to the Drexel Ride in order to test it on the motion base.  This is more reflective on how I do not press people to go out of their way to do tasks that other people do not know if it would be fun or not.

2. Communication
This term, I was not as communicative as I previously was with others on the Slack.  I was more attentive of the slack, but I was more hesitant to actually communicate with others.  Again, this is more reflective of my hesitance to reach out to others and worrying about bothering others when they have their own work to do.  I did reach out to others when I absolutely needed someone else to complete a task, but otherwise, I tried to accomplish it myself to the best of my abilities.

3. Initial Team Growth
The start of the term was a little rocky, with the initial team growth.  We intended to continue with how we were operating from the previous term, but we quickly realized that with so many people, it was apparent that we would not be able to meet in person on Sunday.  There was also a major influx of catching people, from the other team, up to what and how team was doing things.  These issues, however, were not that troublesome because the teams, fairly quickly, assimilated into one.

Lessons Learned

  • Work cooperatively
  • Ideas and feedback from anyone is a must
  • Take a critical look at everything
  • Adjust to keep everything consistent

Joseph Santos Week 9 PPJ and Post Mortem

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.



Wednesday, March 2, 2016

Vincent Slifer PPJ week 08

This week was fairly good for me because I was able to reconcile aspects of my games that were either too complicated or I did not receive feedback on how they played.  While I was aware that the games were flawed, I needed the feedback provided to push the games in the right direction.  Because of that feedback, I was able to edit Ram the Planet to be more of the crazy situation, meant for a laugh, type of game it was envisioned to be.  I was also able to provide better visual cues for the players for the other games I developed, Popcorn Popper and Item Dodge, allowing both the aliens and humans to clearly see what is happening on screen.  Without proper feedback, I would have been lost in not knowing what flaws my games needed immediate fixing.

Positive Content
  • Added background music to Popcorn Popper, Ram the Planet, and Item Dodge micro games
  • Altered the games to reflect better controls & playtest responses
Negative Content
  • Was not able to fully test out the newer versions of the games
    • Will need to fix for next week
  • Was not able fully complete the Item Dodge Variant
    • Needs better art from artists for the controls

Work and Hours
Alterations (~3 hrs)
- Added music to Ram the Planet, Popcorn Popper, + Item Dodge
- Edited games to be easier to play + understand

Variant Creation (~1 hrs)
- Finished creating the variant of Item Dodge

Total Hours: 4 hrs


GDC Vault Post-Mortem Reaction
Presentation: Far Cry 4: Gameplay Team Workflow, Iteration and Philosophy - By: Marc-André Saulnier

The first thing that struck me with this post-mortem  was that a single department for the game had a diverse set of skills collaborating in close proximity to each other.  In contrast to us, from the perspective of someone in a similar position to Saulnier, we separately developed parts of the game that was then put together in the end.  This includes the fact that the group itself was split into two core teams of art and programming.  The difference being the Far Cry 4 developers had people with various skill sets working in the same team, unlike us that divided ourselves because of our skill sets.
The second key item I noticed was how Saulnier kept talking about how the players were important to the game making process.  He talked about how the team developed ideas that would give the player a variety of choice where they can accomplish something cool.  Feedback would be given to those ideas, be it within the team, from other departments, higher ups, or testing; the department would receive constant feedback on the ideas, features, and the design of the game as it is being developed made.  The difference compared our team is that our primary feedback was from playtesting, after the feature was complete.  Parts of the feature would be shown, but it would, more than likely, not receiving as much vetting as a complete feature.  Every feature was tested at every stage and was given feedback with every iteration, where features were either pushed further or scrapped.
The final topic that caught my interest was the communication within the team.  It was not just the fact that members were constantly talking with each other, it was that ideas and troubles that someone might have were dealt with help from other members.  The core difference, that was already said before, was that the teams worked together, in the same building.  Not only does this allow for better communication, but it allows members to be more proactive with each other.  Our team was able to ask for parts from each other, that would later better be integrated.  The difference there being the Far Cry 4 developers were able better and more quickly develop ideas for the game on the fly.  Beyond that, having the close proximity with each other would allow for more ideas to be thrown around and aid from peers to be available.  Saulnier presented a few items that describe how successful games are made by teams whose members are effective at working with each other.

Wednesday, February 17, 2016

Vincent Slifer PPJ week 06

This week was fairly unproductive for me, in my eyes.  My focus was adding instructions for the games Popcorn Popper, Item Dodge, and Ram the Planet.  Along with the simple task, I also created a method to visually show how much time the players have to complete each game.  The only difficulties I had was implementing the timer so it could universally be used in all of the games.

Positive Content
  • Added Human and Alien Controls to the UI for Item Dodge, Popcorn Popper, & Ram the Planet
  • Created method to visually show the time in the games
Negative Content
  • Popcorn Popper & Item Dodge need more finalized art and textures

Work and Hours
Research (~2 hrs)
- Methods to move UI elements a set distance
- Method to easily set up the visual timer

UI + Aesthetics (~2 hrs)
- Added instructions for Popcorn Popper, Item Dodge, + Ram the Planet
- Added art to liven up games

Total Hours: 4 hrs

Joseph Santos week 6 PPJ

For this week, I textured several objects in the game as well create one object for popcorn popper. Part of texturing was doing the uvs of existing games. For example, how to fix model and uv for water gun. There was also the problem of the maya project I had been using to create the fbx was corrupted since it was on awexpress when ransomware attack. However, I was able to meet my objectives for week.

Pros:
finish everything set out to do in status report

Cons:
files corruption and fixing uvs

hours:
popcorn popper lid and uv:
1 hour
fix water gun uv and texture:
3 hours
fix hose fbx and texture:
3 hours
Total hours:
7

Wednesday, February 10, 2016

Joseph Santos Week 5 PPJ

For this week, I to create any assets that were left in the art backlog as well as edit a video for the intel presentation. With the help of Angela, Xavi and Cory, we only had 2 days to film and edit the video of playing and enjoying alien arcade for the presentation. After that, I started looking at the trello board and picking which art to finish. However, in the middle of that, I ran into a problem with my rig for my animation class and spent the majority of my time fixing that, so I fell behind on art asset.

Pros:
Got a video put together for the presentation

Con:
other class took up time.

Hours:
Video(filming and editing): 7 hours
creating popcorn pariticale: 1 hour

Total hours: 8

Tuesday, February 2, 2016

Vincent Slifer PPJ week 04

This week was so-so for me.  I was able to finish both of the micro games I had been working on, as well as some aesthetic details.  However, I now need the art assets to complete the games, but they are currently unavailable to me.  Overall, the week went well in further developing "Popcorn Popper" and "Ram the Planet."

Positive Content
  • Finished the greybox for the micro game "Popcorn Popper"
    • Found a way to give motion to players
  • Edited old scripts to be better optimized
Negative Content
  • Was not able to implement art

Work and Hours
Research (~2 hrs)
- Methods to handle raycasting to objects

Programming (~2 hrs)
- Finished greybox for "Popcorn Popper"
- Finalized features for "Ram the Planet"

Total Hours: 4 hrs

Wednesday, January 27, 2016

Vincent Slifer PPJ week 03

This was a fairly productive week for me.  I finished up some of the finer details for Ram the Planet and all it needs now is to be given actual art and fine tune it to play well.  I also started the greybox for the new game Popcorn Popper.  I had some issues though, as I had lost some sight on what the final product should be.

Positive Content
  • Finished the greybox for the micro game "Ram the Planet"
    • Created a method to simulate motion for players
  • Started to build the micro game "Popcorn Popper"
    • Created method for all players to mash buttons
Negative Content
  • Had to handle signing leases
  • Was not able to fully flesh out the entirety of Popcorn Popper

Work and Hours
Research (~1 hrs)
- Methods to smoothly rotate objects and reset their location based on speed
- Methods to handle button mashing

Programming (~3 hrs)
- Finished greybox for "Ram the Planet"
- Created initial greybox for "Popcorn Popper"

Total Hours: 4 hrs