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Showing posts from June, 2020

Rex Christian PPJ #1

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June 30, 2019 Team Meeting: 2-3 hours Enemy/Ship Idea Brainstorming: 1 hour Enemy Designs Re-imagined: This week I spent some time considering how make the enemies more compelling and give them more of a personality. Currently, they're just floating balls with either guns or sawblades, but they don't have any distinct characteristics to make them look evil, or really any consistent artistic style that defines what they are or what they represent. I also put some thought into how we could make new enemies and how they could behave, beyond simply "it sits there and shoots at you", since that was basically the extent of our enemy gameplay design from last quarter. Enemy Concept Board: What went right: We met early in the week to coordinate and draw plans together, then had separate meetings for Art and Programming roles in order to specialize of workflow more effectively than last quarter. Having more people in the meetings also allowed us to have much mor...

Peter Eldredge PPJ #1

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Team Meeting - 2 Hours Gameplay UI Rewrite - 3 Hours Gameplay UI Rewrite This week I decided to rewrite the UI to be more modular. Before, nearly the entirety of the gameplay UI was handled in a single script. I broke that up into a bunch of components that handle different aspects of the UI individually. Now, there is a Health UI Controller, Heat UI Controller, Score UI Controller etc. Additionally, each screen has its own component and can handle itself. This should make it much easier to expand the UI effects, and overall just make it easier to work with the UI.  This ended up being more work than I thought, as now what was once a 300 line file is now repurposed as a sort of UI helper that can be referenced for overall UI things such as enabling/disabling the UI, timescale manipulation for pausing, and input handling. The rest was separated into 7 different components which all are derived from a Base UI Controller class which basically just automatically subscrib...

PPJ #1 Abigail Mickey

Time Spent Team Meeting - 1.5 Hours Overview Positives Melding the two teams together seems to be going over relatively smoothly. Negatives I unfortunately missed this week's art meeting. Upcoming Consult with team and possibly work on UI and/or concept art. x

Jake Dixey PPJ #1

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Jake Dixey PPJ #1 Design Meeting (6/25/20) - 2 Hours Art Meeting (6/26/20) - 2 Hours Programming Meeting (6/28/20)- 2.5 Hours Master Asset List - 3 Hours Team Pipeline Doc - 2 Hours Total - 11.5 Hours Asset List Pipeline Doc What Went Right -  Onboarding of new team members has gone extremely smoothly. The new members are already proving to be very dependable and started making up new ideas and doing good work right away. What Went Wrong  - There's still a lot that needs to be decided in regards to the story, which then informs the enemies we create, which then informs the Welded Weapons. The Welded Weapons system also needs to be finalized and more ideas need to be created for both the Weapons and the enemies. What's Next -  All the questions that we have about the story and systems need to be answered so the artists can proceed. Additionally, the programmers will start working on the Welded Weapons, Enemies, Dialogue, and Camera systems. Som...

Jake McKenna: PPJ-01

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Theme of the week: Hitting the ground running.  Tasks Attend Meetings General Art Programming Learn project structure Create baseScene so level designers can start iterating  Create core prefab ^^^same reason Gain access to all project materials Unity Github Discord Blog Begin building levels concept new level Add test models and textures to use for placeholder geometry assemble new level from baseScene Assist in misc. tasks During level design add to asset list  Work Samples:  Video of playable level: "Green Level: Greybox Screenshots Pros: Personally I feel like it's been a good start. The original team has been super helpful in transitioning us into the new project. I was able to get to work immediately after the code walk through.  Cons:  Honestly, none. Meetings went well, everyone is talking. I look forward to the vision and scope of the game being cemented in the coming week.

Richard Kang PPJ#1

Time Used: Group Meetings - 1.5 hours Total - 1.5 hours Samples: Positive:  The new team-members are acclimating well to the project Negative:  Not much was done on the programming side of the project this week Upcoming:  More integration of the new members, and starting new programming.

Ethan Scheidlmeier, PPJ 1

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Ethan Scheidlmeier PPJ 1 This Week: -Design meeting- 1.5 hours -Art meeting- 2 hours -Initial Story Beat- 1.5 hours Total Time 5 hours Positive- The new members, including myself, all were able to find tasks they wanted to work on for this week. It seems like the two groups will be able to work well to make this game even better. Negative- It was a bit difficult to get everyone's schedules to work to make time for the needed meetings, but we eventually were able to get it all sorted. Next Week- Finalizing the story beats/detailing the story

AJ Giomboni - PPJ 1

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Completed Tasks -Play tested the game to familiarize myself and gather screenshots (30 Minutes) -Concepted some UI (1 hour) Total Hours: 1 1/2 hours Samples: Positive: The transition from Journey's to Oil and Cordite has been pretty seamless. I'm excited to work on the game and see how a big team will handle it for the next 10 weeks. Negative: It looks like our schedules are never going to line up. That is gonna suck a bit, but other than that, nothing is rubbing me the wrong way yet. Upcoming -UI

Malcolm Bornmann PPJ 01

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List of Completed Tasks - Met with new team for the first time to get on the same page and discuss deliverables and roles, I volunteered to work on the Art Team and Design Team (1 hour) - Reviewed Oil and Cordite documentation from Workshop 1 to familiarize myself with the game (30 min) - Brainstormed ideas in Discord throughout week about lighting, models, character design, level design, mood boards, and story (3 hours) - Created mood board for level design, finding and compiling reference images (1 hours) Total number of hours: 5hr 30min Sample(s) of work: The mood board I created which helped spark ideas about level creation What Went Right: We have lots of great ideas about how we can move forward with the game! The Journey's End Team offers skill sets in art and story, something that pairs well with the direction the original Oil and Cordite Team wanted to go in. What Went Wrong: This week was messy. It took a while to adjust to...

Taylor Andrews - PPJ 1

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Team Meeting, Art Meeting, Concept Art          This week I attended two different meetings discussing the overall design of the game and specific assignments each person should have for this week. Prior to the meeting, I researched about how other combat flying games integrated narrative into their stories and read commentary about character designs in fighting games. I also came up with some ideas about how we could integrate narrative based on my research and some vague character descriptions to start with. Both meetings were productive and the original team welcomed our, the new members, design ideas and critiques. I spent the majority of my time working on the mock up portion of this week's deliverable, specifically character concepts. Hours Spent: 10.5 Hours      Team Meeting: 1.5 hours Art Meeting: 2 hours Research: 1 hour Concept Art: 6 hours Visual Sample: What Went Right:     I actually really enjoyed the research I did for pri...

Tara Boonngamanong PPJ#1

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Tested the old game: 30 mins Research on next step and reference images: 1:30 hr Mood board: 20 mins   My first week of jumping into this project - I started with looking into the game to see what the team currently have from workshop 1 and noticed that most of the art probably should be redo/finalize but one thing that I really like from the design was the sci-fi and apocalyptic theme that the game kinda has.  So the next thing I did was to do more research into what the environment could look like. While the original game seems to have the traditional "ship in the sky" environment, I think a realistic post apocalyptic world could as well work as one of the level. Maybe the story can started of near the ground level and goes up higher in harder stages.   The mood that I hope to go for here is a realistic world where most of the city/construction are gone and covered in dust and rubble. If I were to make this happen, I would design the map and assets based on places in Ph...