Tuesday, February 16, 2016

David Monteleone, Week 6 Journal PPJ, Blog post 6, GMAP 378

Content with Hours (Examples included):
                This week was rather busy. First, I was tasked with making sure each game is now using Angela’s new UI. This was a tag team effort between Ryan and me. I placed the correct prefabs into each game and stripped out the old UI. The UI included the use of a timer. This timer shows an alien ship abducting a human. In order for each game to use this I had to going into the code for the timers in the games and strip out old code related to the old timer used. This process was quite tedious and difficult for some games. Space Aim had 4 timers in different places, thus I had to remove 3 of them and rework 1 of them! The only games I didn’t need to touch much were Abducktion, G-Switch, and Draw at Noon as Ryan did those himself. Next, I went through and added the updated model and texture for the water gun into Water Gun. Then I added in a sound effect to Water Gun so that players have a feedback for when they hit the target. Ryan made a simple to use script that displays the score earned and makes a sound. I added this to Press and Water Gun so that there is visual and audible feedback for scoring in those games.
 (3.25 hrs)

                My next task after doing the previous ones was to work on the Quiz game grey box. For the game idea I went ahead and played off of the crazy alien world we had already made. The game presents yes or no questions to the humans. Answering the question right gives them points, but answering incorrectly shakes the motion base. I made a pool of questions along with answers and randomly select one question each time the game is played. The ‘A’ button is for ‘yes’ and the ‘B’ button is for ‘no’. I was able to get a working grey box with score and timing, but there is no sound in it yet (apart from the background sound). An image of the game can be seen below:

(3 hrs)

Content Positive (Duplicate hours from above):
-          The new UI along with game code that can interact with the timer has been added. Sound effects were also added to Press and Water Gun.  (3.25 hrs)
-          The Quiz Game grey box has been made. (3 hrs)

Content Negative
-          Bad timer code from last term haunted me this week.

Total Hours for the week: 6.25 hrs



John Frankel, Week 6 PPJ, Blog Post 6, GMAP 378

Fix credits button

The button was missing a link to the Next Game variable.  I fixed it and submitted it.

(30 minutes)

Add controls to the slot machine

I took one of the game controls that used the space bar and removed the text above it so it just had the space bar.  I added it into where the slot machine was added.  Hopefully that will help.  I would like to fix this up later to show the controls in the proper space, but I had limited time this week.


(1 hour)

Add transitions into slot machine that were not sickening

I created a new transition that went forward instead of around the planet.  I made it so there is a light speed area to show speed and then it will enter another tent.  This was fairly easy to do from the code that  I already had.  I made some modifications and am fairly happy with the result.   It still needs to be tested on the drexel ride, but I am confident that it is better than the base transition.



(90 minutes)
Add Win loss conditions to the transition
 
I added the win loss to the transition so that happy music plays if you win the game and sad music plays when you loose the game.  This really helps tell the user whether they are doing good or bad in the game which is what we wanted so I am very happy with this.
It took me a bit to implement it properly and test it with the other games though.

(3 hours)

Positive
I made the game better
Negative
Didn't finish everything

Monday, February 15, 2016

Tj Heiney, Week 6 Journal PPJ, Blog post 6, GMAP 378

Add art to Refueled and fix movement:
I updated the art for Refueled to fit the beta. This required me to tweak some of the scripts and placement of items. I also needed to fix the movement for refueled. A lot of the issues with Refueled were fixed when I switched over to using AddForce() for the movement. John and I had originally attempted to do this when I started creating Refueled but hit a strange bug. I did a lot of testing to see if the bug would reoccur but I could not replicate this in the most recent build. I did a lot of tweaking and moving things around in an attempt to make things better.

I still need to add the progress bar that Vince has implemented. I think Refueled is really close to being done and ready for gold build. On the art side, It needs some instructions tweaked, a model textured, and the positioning for the first person fuel nozzle needs to be changed.

The controls and movement are much improved but I think tweaks still need to be made. The play space is too large and makes catching the aliens a little hard.




(2 hours)
Add art to Shooting Gallery and fix movement:
Shooting Gallery uses the same movement as Refueled. The logic is the same so I needed to tweak and update Shooting Gallery as I updated and tweaked Refueled. I did not tighten up or try to tighten up the movement for Shooting Gallery. I left the controls very flighty. The game is short and I think the floaty nature feels better and more challenging. This may need to be tweaked based on feedback.
I also added the art which looks good. Some things may change in later builds because I scrounged up art from other places in the game. Seems good to me though. 
  
(2 hours) 

Positives
I got my games up to the Beta quality that we wanted.
Negatives
I was still pretty sick. 

Total Content Hours: 4 hours

Wednesday, February 10, 2016

Vincent Slifer PPJ week 05

This week was, again, so-so for me.  I completed a new microgame, "Item Dodge," wherein players attempt to dodge an item shot at them within a very short amount of time.  Other than needing art, most of my games just need some fine tuning and testing to be fully complete in my mind.

Positive Content
  • Finished the greybox for the micro game "Item Dodge"
    • Implemented different control schemes to test
  • Fine tuned other games
Negative Content
  • Was not able to implement art

Work and Hours
Research (~1 hrs)
- How to create dampened sine waves and implementation with unity math

Programming (~3 hrs)
- Finished greybox for "Item Dodge"
- Finalized features for "Popcorn Popper"

Total Hours: 4 hrs

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

John Frankel, Week 5 PPJ, Blog Post 5, GMAP 378

Updating Transitions to be a bit more fun and also have motions in them.

This task ended up being a bit harder than I had initially anticipated it to be.  I thought it would be easy where I would simply add some motions and some art, but I had to work through some of the legacy code to get there.  I had to redo how the transition worked, so it moved from a timed state to  being controlled by the transition.  I then had to add the slot machine, and because of the motions, I had to change how some of the slots worked.  Now, instead of just instantiating objects, I also have to parent them and change their local rotation.  It took a lot of testing to make it work which ate up a lot of time, and testing was difficult because I had to wait through minigames while testing.

For the motions, I added a spining around a planet (not that much motion for the Drexel Ride) and a bob up and down (which should add motion to the drexel ride).

Here is the bobbing code.
 using UnityEngine;
using System.Collections;

public class UpAndDown : MonoBehaviour {

/// <summary>
/// This Script will make the camera bob up and down.
/// </summary>

private bool goUp = true;
public float maxUp = 10f;
private float maxDown;
public float changeSpeed = 1f;
private Rigidbody RB;

// Use this for initialization
void Start () 
{
maxDown = transform.localPosition.y;
maxUp += maxDown;
RB = GetComponent<Rigidbody>();
}

// Update is called once per frame
void Update () 
{
if (goUp)
{
RB.velocity = (changeSpeed * transform.up);
}
else
{
RB.velocity = (changeSpeed * transform.up * -1);
}

if (transform.localPosition.y > maxUp) goUp = false;
if (transform.localPosition.y < maxDown) goUp = true;
}
}

This is how the transition works now.  It will rotate you around a small planet and charge you into a circus.  Once inside the screen is black.  If you have to choose new minigames, it will stop you half way so you can choose the next games.

(6 hours)

Positives
I got what I wanted to get done done.

Negatives
It turned out to be harder than I thought and I spent a lot of time debugging.

Angela Buchanan, Week 5 PPJ, Blog Post 5, GMAP 378

Texturing, Concept art, GDC Preperation
I new this week would be busy for me and that I would not be able to get much done. Therefore I took up easier tasks that I knew I would be able to handle. 

One of the artists requested that I make an orthographic to make it easier for them to make a model, so I put most of my time into that.
Additionally, the mech game needed color codes for the targets that are being shot so that the two players know who should be shooting what.

Positive Content   
- Orthographics if a alien is useful for concept purposes and modeling 
- Mech game got a much needed texture update
- GDC selection competition was stressful, but fun.


Negative Content
- GDC selection competition took more of my time than expected.
- Week was busy, other classes and tasks had a higher priority.

Work and hours

Alien Orthographic (2 hrs)

I didn't want the models for this guy to be overly complicated, so I kept the orthographic simple.
I didn't include the back, for it was not necessary. 


Mech War Texture update (3 hrs)

It took me a bit to decide the best way to go about doing this. Right now the colors represent the shades of lipstick (as already seen in-game).
I'm hopeing the two colors are different enough for the player to distinguish in-game, but that will be determined through playtesting.. 


GDC Preparation (4 hrs)

Mostly focused on polishing the presentation, getting/interviewing play-testers for footage, and rehearsal.

Total Hours: 9 hrs