Showing posts with label Week 7. Show all posts
Showing posts with label Week 7. Show all posts

Wednesday, February 24, 2016

Vincent Slifer PPJ week 07

This week was not a good week for me in regards to the project.  I inadvertently became a little to busy with my CoOp and was not able to fully complete and implement my tasks.  While I was originally tasked with another assignment, another member was able to better implement the feature, so there was no real loss to the project from my schedule.

Positive Content
  • Added in some sounds to Popcorn Popper and Ram the Planet
  • Began creating a variant of Item Dodge
Negative Content
  • Did not finish creating the variant of Item Dodge
  • Did not test out the volume and timing of sounds

Work and Hours
Programming (~1 hrs)
- Added sound effects to Ram the Planet + Popcorn Popper
- Edited parts of Item Dodge to create a reversed variant

Variant Creation (~1 hrs)
- Created variant for Item Dodge

Total Hours: 2 hrs

Tj Heiney Week 7 Journal PPJ, Blog post 7, GMAP 378

This week was focused on moving things towards the beta version. I updated the texture on the fuel hose to include the pink texture. I also implemented the fuel bar from refueled. This was the most important task as the aliens and humans need to have a visual way to determine the levels of fuel being drain. I realized today that I forgot to take out the written text fuel levels. We are moving away from this textual UI for more visual image.

I also started the game where you launch yourself. I started building off of the shooting gallery. Through tweaking this, I have it so you can launch yourself instead of the ball.

Total content hours: 4

Sunday, November 8, 2015

Chenghao Wang, Week 7 Journal PPJ

For this week, I added few new features to the Space Aim game.
    
First of all, I added a 3rd player control the moving wall, it can make the people outside be involved in the game. And I redesign the placeholder wall to adapt this change.
And I also changed the data like the moving speed, the rotation speed to balance the game, but all the data right now is temporary and will be ready to change when the arts are implemented. 
But when I updated my stuff to Perforce, there is a conflict since someone else just updated his stuff. So I have to redo everything, this is the major issue this week.

Positive Content
  • - The team discussion was going well.
  • - Implement 3rd player.
  • - Redesign the wall
  • - Rebalance the game.
  • - Redesign the shaking effect. 

Negative Content
  • - Perforce issue.

Work and Hours
Programming (4 hours)
  • - Create new player control.
  • - Redesign the wall design.
  • - Change moving speed.
  • - Redesign the shaking effect. 


Total Work Time:  4 hours

Thursday, November 5, 2015

Angela Buchanan, Week 7 PPJ - Blog Post 4


Angela Buchanan, Week 7 Journal PPJ, Blog post 4

Interface Design, art assets

I expected my schedule to be busy, but not this busy. Unfortunately I did not meet my intended goal, but I still managed to get work done. My biggest issue was focusing too much on the cutout when I should have stuck with a rough draft of that and focused on working on the backgrounds and interface.
I have a template laid out for the interface now, so I expect to get the remaining art assets out quickly next week.

Positive Content

- The cutout art is fully completed
- I have a template set up for the dash interface, so making the remaining interface elements should be relatively quick and easy


Negative Content
- Unexpected schedule mishaps made the week busy
- I spent way too much time on the cutout when I should have focused on more important assets


Work and hours

·         Cutout – 5 hrs

·         Art for a cutout that will be used in the mech game. Muscles are difficult to draw even with a reference.



·
         Interface art – 1 hr
·         Turned the concept art into a template so that I can quickly create assets for the dash. I didn’t get as much done as I wanted.







·         Background art - 1 hr
·         Since it’s for the background, I wanted to make it so that it can seamlessly tile. As of right now, I kept them simple, but I may add texture depending on surrounding assets. Both are vectors and can easily be expanded.




·         Status Report - 30 min
·         I am now fully in charge of making the status report.


Total weekly hours: 7.5 hrs

Wednesday, November 4, 2015

Riley Stewart Wk 7 PPJ

Modeling Bodybuilder Cutout - 1hr
Modeling Wiggly-Tube Dude - 1hr

Texture Control Panel - 0hr

This week was relatively low on production, having Co-Op A round come up and the mad rush to finish my portfolio, in addition to the need to make up missed class work. The tasks for this week were small however. Complete a Tube-Dude model for Stello Says, Model a cutout for the alien bodybuilder for Mech War, and Texture the control panel I modeled last week. The model production was straightforward and simple, and was done in under 2 hours. Unfortunately, I did not have the time to start the texturing job on the control panel.

Pros
-Base model for Tube-Dude completed
-Model for Tube-Dude complete, able to move onto texture, rig,and animation

Cons
-meeting was difficult
-heavy workload
-late start
Co-Op

Cory Zicolella, Week 7 PPJ, Blog Post 3

Creating Qualtrics Survey v1.1 - 3 hrs
Lego Grill Model - 2 hours
Sell v3 - 1 hour

This week I went hands on with the Qualtrics survey, improving it from its previous 8 question version to a 30 question version complete with branching and question validation.  This will be the basis for the next iterations of the survey (which I have plans for), hopefully including some heat map picture info and other things.  The survey combines both experiences with and without the use of the motion base using logic pathing, so I don't have to make two different surveys to accomplish slightly different things.  Instead, I included all of the relevant questions and organized them accordingly.

I also tackled the 'Lego Grill' model idea we had for Space Aim- in our meeting this week we realized we need to capture our wacky essence that we had pitched for so long, and we can't do that without some wacky game concepts or models.  So for Space Aim, our direction we decided to go in was perhaps make the ship a big foot trying to navigate its way through the holes in the lego walls, that also seemingly are covered with hot grill grates (ouch!).  This would have taken half the time, had I not finished the model the first time then realized it was far too high poly for Unity.



 I then remade it with roughly half the polys it used to have, and that still may be too much, but it's certainly better than it was (and I have an idea of a way to drastically reduce it more if I have to).

I also made some minor updates to the Sell pitch including coloring text and changing the font to reflect our art direction.  Alot of my time here was spent trying to get some good pictures of the games from the Unity scenes to include, but I didn't have a controller I could connect to my PC which made it sort of a wasted effort, because I couldn't navigate.

Content Positive
-The Qualtrics Survey is 30 questions, and has full branching and validation (3 hrs)
- I have a v1 of a Lego Grill model for the Space Aim environment (2 hrs)
- The Sell Pitch v3 has been updated to reflect art direction (1 hrs)

Content Negative
- I had to remake the Lego Grill model as soon as I finished it; but it was my fault
- Midterms this week impeded the schedule I had originally planned
Total Hours Spent - 6 Hours

Vincent Slifer Week 7 PPJ

This week was fairly productive, on my end.  I added new features to the Mech Game, to make it more fleshed out in regards to player interaction.  The features now give something for the "Alien" players to do while the riders are in the mini-game.

Positive Content
  • Created interactive features for Alien players
    • Target Switching
    • Projectile Spread
    • Camera Shake
  • Implemented circular visual cooldown timers
Negative Content
  • Some miscommunications with Perforce
  • The same art assets are still being used

Work and Hours
Programming (3 hrs)
  • Implemented new Mech Game features
    • Gave aliens interaction in game - they can :
      • Shake the players
      • Switch the color of the targets
      • Increase the spread of the player's projectiles
    • Gave alien actions radial Cooldown timer
  • Altered older scripts to better accommodate new features
  • Altered some inputs for testing in the Unity editor without joysticks
Research (1 hrs)

  • Methods for circular UI Sliders in unity
  • Methods for cooldown on timed effects
  • Methods for altering an objects material in script
  • Methods for altering an objects tag dynamically in script
Total Work Time:  4 hrs