Showing posts with label Week 8. Show all posts
Showing posts with label Week 8. Show all posts

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.

Angela Buchanan, Week 8 PPJ, Blog Post 8, GMAP 378

2D art, interface, texturing

This week has been about refining assets and updating the interface to make it easier to understand or to reflect changes.

My big focus for the week was placed on updating the human instructions to add icons to their dash.This can act as an additional visual aid to let the humans know that the bottom instructions belong to them.

I added a gradient to the UFO to also help the humans feel more threatened when their spaceman approaches the enemy color.
The spaceman itself has an animation to allow him to look more panicked.


Positive Content   
-  Human players are represented by icons instead of number now
- UFO time bar implemented the green/pink seperation
- Human animation will add more panic to the time bar

Negative Content
- Finals are approaching. This will affect work for the remaining weeks.


Work and hours

Human Instruction screen update (1.5 hrs)
Instead of using P1 and P2, the players are now represented with a human icon with a number on his head. Visually, this is more interesting and will aid the player in knowing that these are human instructions.
.


Time Bar Update (1 hrs)

UFO now now has a gradient. As the space man moves up he will approach the green. Because green is the color of the enemy for the humans, they will see this is a bad thing. 

The space man has a "panic" animation now as well, to better convey the feeling of urgency.

Instructions Update (.5 hrs)

Just a general update on instructions that were needed for new games. 

Alien Gets Emotional (.5 hr)

The alien has emotions to help convey when he has been hit or is about to perform an action.
Also makes the character more interesting.



Icon Update (.5 hrs)

Icons for a couple of new games. One is for a dance game and the other is for a crazy ball variant game. 




Total Hours: 4 hrs

GDC Vault - Designing Without a Pitch: FTL Post-mortem 

I chose to watch postmortem of an independent game for as a student, I find them more relatable to my own projects. FTL’s post-mortem was especially relatable as they chose to jump straight into the construction of the game without having a clear end goal in mind.

I felt this is a common approach for student projects, so it was interesting to see how Justin Ma and Matthew Davis managed their workflow and design process to find their way to their end product. They didn’t intend for FTL to be full-effort project, therefor I felt this was a good way to start for them. They note during the presentation that the project was harder than what they had anticipated, and I feel that their lack of initial planning may be to blame.

Alternatively, I felt this method of design also benefited the development of FTL. Because they had a loose image of what they wanted, they were more prone to experimenting and attempting alternative mechanics and features.

However, once they launched their kick starter and they had expectations to fulfill, it became more important for them to decide on an end state. During their kick starter they wasted time trying to get features to work that were not necessary, out of scope, or did not fit well with the design with the game. After they were faced with feature creep, they knew that they needed to solidify their ideas.

Overall I felt they handled the project well, especially considering they did not intend for it to be a commercial product. Personally, I value having a well-established vision before diving straight into a project, but this isn’t always possible when given time restraints. I feel some of the lessons learned through FTL’s post-mortem can be applied to my own projects.


Wednesday, February 24, 2016

Joseph Santos Week 7 Journal PPJ, Blog post 7, GMAP 378

For this week, I was assigned to texture ufo and tent as well as fix them their uvs if they're not fixed before texturing. Texturing the ufo was done without a hitch but when I got to the tent, there were a lot of problems with it, namely n-gons. I spent a lot time trying to fix it such as adding more edge loops, connecting faces that weren't conneted but everything I did just added more n-gons and problems. After about 3 hours, I realize it was beyond saving to I started a new one, which took less time. Goes to show that sometimes the best solution is starting from scratch. Also, I lost a couple of days going to New York for a job interview.

Pros:
finsihed ufo

Cons:
interviews
wasted time on wrong solution


Hours:
uv and texturing ufo: 2 hours
fixing original tent: 3 hours
creating new tent: 1 hours

total hours: 6

Thursday, November 12, 2015

Chenghao Wang Week 8 PPJ

This week, I was not very efficiency. I rebalanced the Space Aim game by changing the moving speed, and also redesign the environment so it can fit the art design. And also, with David’s helping, implemented few art to the game. Last, asked few friends to do the playtest for our game.

Positive Content
  • Implemented Art to Space Aim.
  • Balance Space Aim gameplay.
  • Redesign the environment.
  • More playtests.
Negative Content
  • Didn’t do much work as last few weeks did.
Work and Hours

Programming (3 hrs)
  • Implemented Art (with David helping)
  • Balance gameplay for Space Aim
  • Redesign the environment.
Playtest (1 hr)
  • Asked few friends do the playtests.

Total Work Time:  4 hrs

Vincent Slifer Week 8 PPJ

This week was fairly unproductive, on my end.  I tweaked some features of the Mech Game, as well as implement some of the art that was finished.  Beyond that, I tinkered, for a bit, with an idea of another mini-game.

Positive Content
  • Implemented Mech Game Art (partial)
  • Tweaked Mech Game components
  • Debugged issues that came up with overall game implementation
Negative Content
  • Did not flesh out mini-game idea
  • Essays halted productiveness

Work and Hours
Programming (2 hrs)
  • Implemented Art assets
    • when available
  • Debugged issues that came up
    • Reworked older code to singularize processes
  • Tested mini-game concept
Research (2 hrs)
  • Methods to simulate boat physics
  • Methods to calculate buyoancy
  • Scripts to create realistic boat movement
  • Movement tests on Drexel Ride
    Total Work Time:  4 hrs

    Angela Buchanan, Week 8 PPJ - Blog Post 5


    Angela Buchanan, Week 8 Journal PPJ, Blog post 5

    Interface Design, art assets

    I had a productive week and managed to complete a lot of 2D assets. I made some mistakes with the early versions of the control icons. These were fixed and now all the control icons are complete and are ready to help the player quickly understand the controls for each game. 

    I made a nice collection of vector images for the beach scene in the mech warfare game. The game allows the player to shoot trash into sexy items, so I have two versions - trashy and sexy. I made each trashy/sexy pair similar in shape to effectively communicate a connection.

    There was some miscommunication regarding the creation for cardboard cutouts, so now we have double assets.  But I don't anticipate it to be a major issue, and it may simple lead to more assets for that particular mini-game.

    The double assets are in the wrong format (Objecy, not cut-out stands). But I may have an idea to make them still usable. 

    Positive Content

    - all control icons for the ship interface are now complete, allowing players to quickly visually understand the controls for each game
    - A lot of 2D cutout assets are now down and ready to be applied to cardboard cutouts.
    - Most assets were up early at the start of the week.


    Negative Content
    - My message regarding the posting of art assets was not received, which lead to miscommunication problems.
    - Looked at old documentation. So there were mistakes in the control icons that had to be fixed later on in the week.



    Work and hours


    Interface assets - 2 hrs

    -Early in the week, I made quick versions that could be implemented into the game. Unfortunately, I accidentally looked at an old version of the GDD so there were some missing buttons.

    The ones listed here should be up to date, and ready to be placed into the center console as planned.









    Cut Out image assets trashy - 4 hrs
    - I did my best to push these out early as well, so that the cardboard cut out models could be made for them. Below, sexy versions of these assets are finished as well. The images were designed so that the counterpart has a similar shape/form.

    Even though, I had them posted, my message wasn't received. Therefor there was communication problem. I don't expect it to hurt progress significantly, though I may try doing the cut-outs myself next week. 







    Cut Out image assets sexy - 4 hrs
    - Sexy versions of the above assets. Listed in the same order, but visually you should be able to see which ones are related. I gave everything lipstick stains for comedic purposes and to enhance the "Sexy" appearance. 









    Backgrounds - .5 hrs
    -The cut-outs took most of my time, so I didn't get as much work done on background assets.
    However, most of the backgrounds can the used in multiple locations.

    The biggest background that still needs to be done is the aerial carnival scene for Stello says, but the concept art can work as good quality placeholder.



    Total weekly hours: 10.5 hrs

    Wednesday, November 11, 2015

    Riely Stewart Week 8 PPJ

    Tube Dude Rigging - 6hrs
    Dashboard texturing - 2hrs

    The main task for the week was to setup the rig for the tube dude. I talked to a professor who is very experienced with rigging, and was able to get information on how to set up a rig for it properly. I spent a couple of hours setting this up, and filled in the status report with an estimate of how far i would be. However, I found that there was an issue with the rig setup and had to backtrack quite a bit. After another two hours of working with it, I was unable to find a solution to the issue as of yet. It's most likely something simple I'm overlooking, so sleeping on it or having another rigger take a look would probably solve the issue.




    The other task was to texture the dashboard overlay I had modeled earlier in the term. I created a UV set for the dashboard, but need to further confirm that we are using the modeled one and not the one Angela drew, as that is the one currently in the games.

    Pro.
    -tube dude rig is mostly setup
    -dashboard ready to setup

    Content Negative
    - broken rig

    Total Time Spent - 8 Hours

    Cory Zicolella, Week 8 PPJ, Blog Post 5

    Creating Mech Game Environment - 1.5 hrs
    Creating Mech Game Models - 7 hrs

    The majority of my work this week was distributed to bringing Mechanized Warfare up to snuff with what our design team had in mind for it.  It is supposed to take place on a beach that is populated with cardboard cutouts of various things you would find on a beach.

    One set of these things would be beach garbage, such as chip bags, cigarette boxes, and old tires.  The other set of things would be 'sexy' things, such as muscle men, lifeguard chairs, umbrellas, and drinks.  The Mech has to shoot the things that are garbage and they will turn into the sexy things.  The Mech ideally is supposed to look actually scary and menacing to the player, but then they find themselves within this nice quiet beach setting, shooting ballistic weapons as harmless cardboard cutouts that turn into even less menacing things.

    The major problem that was involved with this task was during the first day of modeling, I was making the models as if they were cardboard cutouts.  The second day, however, I forgot entirely (for whatever reason) that they weren't supposed to be actual full 3D models but rather cardboard cutouts of the things.  I didn't realize this until I was done though, and so this presumably is going to set it back a bit; I'm sure there is a fix though.

    I also did a small update to the Sell and Playtest Survey, although the time spent on those was small.

    Content Positive
    - The Mech Environement has been made (1.5 hrs)
    - The Mech Models have been made for the most part (7 hrs)

    Content Negative
    - The models that I made weren't all cutouts, which is going to take time to fix.

    Total Time Spent - 8.5 Hours