Showing posts with label UI. Show all posts
Showing posts with label UI. Show all posts

Tuesday, March 8, 2016

Ryan Crim, Week 9 Journal PPJ, Blog post 9, GMAP 378


Personal Post-Mortem:



As we approach the end of development for Alien Arcade, it is as good a time as ever to reflect on how it went. In general, having joined the development after it had already been worked on for a term meant that there would inevitably be a lot of ups and downs as not only did I have to become accustomed to how the game was currently working, but I also had to bring a different prospective to improve/change it up.



Issues



Concepting

The biggest regret I have regarding this project was missing the first group meeting since it was on a Sunday at the time (mentioned in my first PPJ). In this meeting, most of the brainstorming for how Alien Arcade should evolve as well as concepting game ideas took place so the majority (about 80-90%) of the mini/micro-games made during this production were pitched to some degree in this meeting. In my opinion, some aspects of the game seemed to be ignored to an extent and had to be handled later in the process (such as scoring), and some of the game ideas seemed to be missing something, and I think I could have been an asset to bring up early issues. In general, I think not enough was done during the concepting phase and that caused issues later where myself or others in the group were second guessing what exactly needed to be done for a few different aspects of the game. Looking toward the future, I definitely never intend on missing the concepting phase of a project again because it is the most important part in determining how smooth the production goes.



Soft spoken

In the same vein, one issue that tends to plague me on group projects in general is the fact that I am naturally soft spoken. For the first half of the project, the combination of this and the fact that we were not consistently inspecting the progress of the game as a team in a meaningful way resulted in a lot of issues existing for much longer than they should have. Furthermore, there were situations where I feel as though extra/unnecessary work was being put into aspects of the game and I should have spoken up more to prevent what I considered time sinks. For example, while the resulting alien model and animations look really great in Draw at Noon, I still hold the belief that the four or five weeks it took to make them (especially the time spent on the complex animations) was not worth the effort since the animations only appears in a single five second game and it took away time from improving aspects of a lot of the other games. Toward the end, I got a bit better about speaking up and mentioning my thoughts/issues, but I think it may have been too little, too late in some cases. Therefore, moving onto future projects, I will definitely try to continue to improve my communication skills and speak up more.



Motion base

Despite the fact that this whole game was being designed for the motion base, I was not able to regularly attend it considering that the open hours on Wednesday conflicted with my schedule and I was generally busy throughout the week working on Senior Design, the multitude of changes for this project and assignments for other classes. Therefore, while I was putting a lot of effort into each of my mini/micro-games to try to make the motions as obvious as possible, I was never really able to test them to make sure they were working as I wanted them to. Furthermore, I was not receiving solid feedback about the motions since playtesting on the motion base was sparse. I definitely wish I would have been able to test more on the motion base (although my motion sickness would have made that tough anyways).



Successes



Mini/Micro-game creation

The most fun and rewarding aspect of production for this game was definitely creating and working on my own individual mini and micro-games. Over the course of the term, I ended up creating four micro-games (Abducktion, Draw at Noon, Dance Off and Whack-An-Alien) and one mini-game (G-Switch), which I believe makes up almost a quarter of the games. This included setting up each scene, writing all of the scripts and, in some cases, creating art assets. With all of these different games, I was able to test my prior knowledge of Unity development as well as discover a whole slew of new techniques and perspectives that I will be able to carry on with me to future projects. For example, prior to working on this game, I knew that sound effects were important, but for a mini/micro-game collection they are crucial since players can heavily depend on sound cues to take in information without having to break their concentration from the action on screen.



Bringing consistency to the game

Having learned of the importance of prefabs in earlier game classes and utilizing them in previous projects/games to make updating reoccurring objects (such as UI) a cinch, I was surprised at the lack of prefabs when I joined the team, especially considering that this game would have a lot of different scenes for the multiple mini-games. Therefore, over the course of production, I made sure to create relevant and useful prefabs that are applied in each of the scenes, which made updating aspects of the game a lot simpler. The biggest example of a prefab that has saved a lot of work is the Dashboard UI prefab, since it has been updated many times throughout the course of production and required almost no effort to update each time after I added in the initial prefab to each scene. In addition to UI prefabs, I helped bring consistency to the game in many different forms, including updating the scoring logic (humans vs. aliens, centralized score values, high score saving, etc.) as well as made sure that each game had their own unique music and that said music was balanced between all scenes. Moving forward, I definitely intend to continue to make sure every project I work on properly keeps everything consistent and as centralized as possible.



Meeting deadlines

Another aspect of the production that I am happy with was that I was generally able to meet all of my deadlines that were set. The only cases I did not end up hitting my weekly deadlines were when I was waiting for an art asset that was not yet finished. In those cases, I made sure to find another aspect of the game to work on so that I was not wasting time. An example of this would be the few weeks I was waiting for the alien model and animations to be completed, so instead I made improvements to the general structure, such as updating the InputManager to be more organized, creating a custom version of Unity’s RigidbodyFPSController to easily change its inputs and adding the ScoreChange prefab. Also, I made it a point to help anyone else out with any issues that they were running into. In general, this project provided good practice for setting realistic estimates for work, a skill that I have been working on since my first Co-op.

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Content with Hours (Examples included):


With the second beta out of the way, this week marks the sprint toward gold build. Therefore, a lot of this week consisted of fixing small issues and polishing up each of my games as it was needed as well as touching up different aspects of the experience as a whole.


Over the course of the production, one thing that has seemed to be neglected has been audio, especially the music, with some games still lacking music or reusing music from other games. Therefore, since Corey had already downloaded a bunch of music clips from playonloop.com a few weeks ago, I went through each game, added the song that fit best and made a note of all of these in a document. In addition, I know that there has been serious audio balancing issues in the game, so I added a prefab to play the background music in each game. That way we could manage the volume for all of the music from a single place and to hopefully keep the audio a bit more consistent. (1.50 hrs)


Moving on to my individual games, I started by making a few updates to Whack-An-Alien. Based on the feedback from showing it in class and a small bit of playtesting, the obvious issues that were occurring dealt with the alien moving a bit too fast and the controls being not as intuitive as they could be. Switching the speed was a matter of changing a variable and testing, and switching the controls consisted of changing the input strings in the Inspector to allow human #1 to control moving the hammer and human #2 to control banging the hammer. Also, changing the controls made it necessary to update the human control image with Angela’s help. Lastly, there was a suggestion to add a green light to appear in the hole that the alien was rising from to make it more obvious and it made sense so I added it as shown in Figure 1. (1.00 hr)



Figure 1. Screenshot of Whack-An-Alien with green light and updated controls

Next, I made a couple of different changes to Dance Off to try to make it clearer, easier and more consistent. In terms of making the game clearer, I added team name bars to each side of the game arena and changed the background color of each side to green for the aliens and pink for the humans as shown in Figure 2. Furthermore, I updated the coloring of the notes that scroll so that are more readable against the background. In terms of making the game easier, I made the offset for a correct note more lenient, so in the case of the humans it is about 3.5x more lenient and for the aliens it is 2.5x more. Lastly, I made the controls of the game more consistent with the controls of other games, such as Refueled, Space Aim and Stello Says, by making human #1 responsible for the vertical axis and human #2 responsible for the horizontal axis. (1.25 hrs)



Figure 2. Screenshot of updated Dance Off game

For G-Switch, there was only one real issue and that was the fact that it could be difficult to tell when you are nearing the end of the current platform you are walking along. Originally, I intended for the platforms in the upcoming section to be the guide, however, with the addition of the alien instructions panel the next platforms may not always be readily visible. Therefore, I added transparent pink zones at the end of the jump-able platforms in order to try to more visibly let the player know they are reaching the end and should jump as shown in Figure 3. Furthermore, I made sure these pink zones were short, so if the player thinks they need to hurdle this then they would still have plenty of jump to make it to the next platform. (1.00 hr)



Figure 3. Screenshot of G-Switch with transparent pink jump zones


The last of my games that I made changes for this week was Draw at Noon. While discussing the current state of the game, the team was adamant about how unfair this game was to the humans. Therefore, in addition to adding a fourth arrow sign for the aliens to press as shown in Figure 4, I also made the signs prevent showing the arrows to press until the instruction bar disappears. In terms of cosmetics, I updated the animation script to also change the alien’s texture so it would show different emotions depending on the state of the game. Also, I fixed a visual glitch that was making it appear as though the human’s bullet bounced off the ground due to the recoil motion. To fix this, I moved the location of the bullet’s start point forward so it would not be affected as greatly by the camera as it recoils back. (0.75 hr)


Figure 4. Screenshot of Draw at Noon with four signs and angry alien

Lastly, toward the end of this week, Angela submitted a HUD gradient that makes the in-game UI (score and time bars) stand out despite the background of the game as shown in all of the game screenshots above. In addition to adding this gradient in the form of a prefab to each scene, I updated the ScoreBar prefab to remove the temporary transparent black box around it and I updated the TimeBar prefab to instead use the pink to green gradient version that Angela had created. (1.00 hr)



Content Positive:

- Made sure every game has their own unique music

- Balanced the background music generally between the menus and games

- Fixed various issues in Whack-An-Alien, Dance Off, G-Switch and Draw at Noon

- Updated in-game UI (scorebar, timebar and HUD gradient)

- Helped resolve issues in others’ games

- Got five playtesters (off of the motion base)



Content Negative:

- N/A



Total Hours for the week: 6.50 hrs

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, 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

Wednesday, November 18, 2015

David Monteleone, Week 9 Journal PPJ, Blog post 6

Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ

Content with Hours (Examples included):
This week saw the tweaking of many pieces of our game by myself. My first task was to capture the gameplay footage that Cory would use to make the trailer that is due this week. I went through several mini game captures and had to find decent video capture software so that our trailer is high quality and looks professional. Along with this, Cory and I captured some clips of the motion base moving. For this we had to schedule time at the motion platform on Tuesday.
 (2 hrs)

After capturing the video for the trailer was accomplished, I moved my efforts towards redesigning the UI to pop out more. Using Angela’s new UI/HUD icons I put the control icons on the main dashboard. The timers and the score were placed in the top left and right of the HUD. To provoke the players to read the control icons, I made them pulse. From my Wednesday play testing, with it on the motion base, all players did pick up the controls and figure out how to play the games. The new UI/HUD is visible below.

New HUD and new Runnerz textured
(2 hrs)

My effort was then focused on Adding art to both Space Aim and Runnerz. Space Aim, required Riley’s foot model to be placed in the field of view for the player. Thus, I added it in. I also placed some of Angela’s textures onto the walls of the tunnel. For Runnerz, it was meant to use art from the other games. Therefore, to indicate to the players to jump, I used the foot model as the marker. I made a cylindrical skybox and textured the platforms after that. Before I finished working on Runnerz, I redesigned the course to be simpler and straight forward. The new texturing and design for Runnerz is viewable above.
 (1.5 hrs)

Riley was able to finish the tube man model along with the animations for him. I added the tube man into the Stello Says mini game and had to figure out how to activate his animations. I’ve never worked with 3D animations in Unity so this entire process was a learning experience. After much frustration the tube man now moves according to the input from the aliens outside the motion base.

Tube dude added to Stello Says
(2.5 hrs)

Throughout the duration of this week, I accomplish various other small tasks. This includes updating the sell for content and integrating fonts and video into it. I had to step in and texture some of the mech assets such as the terrain. I had to go to open lab hours to try and fix a Space Aim motion bug, but that will be dealt with next week. I fixed a Stello Says controller bug that prevented player 2 from inputting anything. Finally, I had to make it so the player’s score is highlighted on the high score board.
(1 hr)

Content Positive (Duplicate hours from above):
-          I captured all footage for the trailer draft. (2 hrs)
-          I redesigned the UI/HUD to allow players to quickly grasp the controls of each game. (2 hrs)
-          Space Aim and Runnerz have art fully added. (1.5 hrs)
-          The tube man along with his animations we added by myself. (2.5 hrs)
-          Various small tasks were accomplished that helped other teammates during the week. This includes texturing and the SELL. (1 hr)

Content Negative
-          Space Aim motion bug was found.

Total Hours for the week: 9 hrs

Tags: Trailer, tube man, UI, Stello Says, Runnerz, Space Aim, Foot, HighScore, PPJ