Showing posts with label Week 11. Show all posts
Showing posts with label Week 11. Show all posts

Wednesday, December 9, 2015

Vincent Slifer Week 10/11 PPJ

These weeks were fairly simple.  I mostly had the job of implementing the art assets for the Mech game.  Beyond that, I trouble shot some errors that occurred from saving the game to perforce.

Positive Content
  • Implemented Mech Game Art (partial)
  • Debugged issues that came up with overall game implementation
Negative Content
  • Essays halted productiveness
    • Other classes

Work and Hours
Programming (2 hrs)
  • Implemented Art assets
    • when available
  • Attempted to work out linking errors
    Total Work Time:  2 hrs

    Thursday, December 3, 2015

    Chenghao Wang, Week 11 PPJ

    This week I was busy on making my first build of sensor design project. But I still did some completed feature for Alien Arcade.

    As the group meeting discussed, we decided to reposition of the foot model from top to forward, and change the end game object from a massager to a more obvious object in the Space Aim.

    Besides, as David found the bug on the motion base, the direction that the motion base moving is not correct as we expect. I think the reason is the motion base system only think moving on x-axis means forward and backward, so I presented a solution for this, and  I think it should work.


    Positive Content

    - Reposition the foot model works well in Space Aim.  (1  hrs)
    - Change the end game object in Space Aim, and it obvious for users to finish the game. (1 hrs)
    - Have the solution for the motion base bug. (2 hrs)


    Negative Content

    - Not much art as I know need to import to the game, so I feel I didn't do much.
    - At this point, there is not much work to do as a programmer.

    Total Hours for the week: 4 hrs

    Angela Buchanan, Week 11 PPJ, Blog Post 7

    Interface, Sell

    I knew ahead of time that this would be a low production week for me, so my planned tasks were based around tweaking or assisting others.

    Unfortunately, I ran into a significant amount of trouble after having my wallet pick-pocketed off of me. Combined with scheduled interviews and critical due dates in other classes, it was a struggle to get much of anything done.

    While I wasn't as useful as I would have liked to have been, I did minor updates to the select screen parts and made it easier for my team mates to find the assets.

    And because I felt guilty about my asset production, I put a lot of effort into making the sell presentation look more aesthetically pleasing and exciting. The implemented video is not playing smoothly on my computer and power point's compression damages the video too much. I believe this may be a problem on my end, for I run into the same issue with the older version of the sell. 


    Positive Content

    - Awesome looking sell
    - I managed to get some work done opposed to none
    - I had a nice Thanksgiving 


    Negative Content

    - Very low production week
    - Critical assignments in other classes had priority
    - Stolen wallet caused a lot of problems

    Work and hours

    Select screen tweaks (.5 hr)

    -Tweaks were minor. I broke the file up a bit more and modified the folder in perforce to make it easier to find them.

    Status report (.5 hr)

    - Compiled everyone's updates like normal

    Sell Update (5 hrs)

    - Made a lot of changes to the sell to make it more exciting and aesthetically pleasing. I also did minor edits to content to make them fit more thematically with the presentation. I ran into an issue with implementing the video (It is lagging significantly), however I have the same issue with the old presentation. I believe it's a problem on my end. 

    I attempted to use power points video compression, but I did horrible things to the quality. Thus I promptly reverted it back to it's original form.

    Total Hours: 6 hrs

    Cory Zicolella, Week 11 PPJ, Blog Post 7

    Creating Textures/Editing Models for Mechanized Warfare - 4.5 hrs
    Trailer v2 (Footage Edit) - 1.5 hrs

    This week I was tasked with getting textures on all of the models I had previously made so they look pretty in the new mech environment that I also modeled and textured.  I managed to complete this task for every model except for two; the waves and the lifeguard chair.

    This first part of my work this week probably took alot longer than it needed to only because I'm not trained well at all in texturing; in fact I was initially told never to texture with UVs and only use projections (go figure, that was horrible advice).  So not only did it take me long to do relatively simple tasks, I also had to get help from online tutorials and forums when something went wrong, and in rare instances contacted Riley to assist me.  Whenever I ran into a road block it either took a time longer than it should have (I feel) to fix it because of my inexperience, or I found myself redoing textures because Maya would randomly decide to crash multiple times -- this is partially why the lifeguard chair was never finished (After 7 crashes I lost hope).





















    The alternative work I did for this week, which was not originally done, but touched upon because I had time, was to give the trailer a much needed footage update, to include all of the most current build's games as opposed to the Alpha I versions.  This took about as long as expected, and came out really well.  Because I did this update now, that means next week I'll only need to add footage updates if it is required from polish, and to redo my voice over in an actual studio with a better mic.

    All in all, and considering it was Thanksgiving the week before, my inexperience in texturing, and the fact that I actually had become sick a few days ago; I feel as if I did a good amount of work for what I set out to do.

    Content Positive
    - Most of the models for Mechanized Warfare are textured! - 4.5 hrs
    - The new trailer looks great and is a truer reflection of our game! - 1.5 hrs

    Content Negative
    - My inexperience with texturing lead to difficulties that probably wouldn't exist if I were well-versed with doing it
    - Getting sick sucks
    - Thanksgiving happened.  Which sorta impeded workflow.

    Total Time Spent - 6 Hours