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Showing posts from July, 2020

Peter Eldredge PPJ# 5

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Team Meetings - 3 Hours UI Updates - 4 Hours Enemy Behavior Updates - 1 Hour UI Updates This week I focused primarily on polish in the menu, especially the Level Select UI. Now, when you open the panel, an animation will play of the "Map Window" opening and then the "Notification Panel" sliding out. When a level is selected to play, those panels fade out while closing, and then a new level is loaded. This was done in order to smooth the transition between the Level Select UI and the level being loaded. Since we don't do any asynchronous loading in the game, by fading to black before loading that massive hitch isn't really noticeable. To smooth it even further, the levels now fade in very quickly when loaded, we opposed to just immediately starting. The Title Screen was also redone. It now has a more simple, clean aesthetic to match the direction the UI is going. Here is how it looks at the moment. A map was also added to the Level Select UI, he...

Rex Christian PPJ#5

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Completed Tasks -Updating tutorial models (2 hours) -Altering AJ's Canyon Models for Consistency (3 hour) -UVing All Tutorial Assets (1 hour) -Laying out tutorial scene (1 hour) Total Hours: 7 hours Samples: What went right: We had a very productive art meeting in which we discussed consistency of assets between levels and made efforts to edit assets from other levels to look slightly more like the village level. What went wrong: The fact that we had to retroactively alter lots of assets for consistency means we didn't plan our art style as well as we could've. Upcoming: Detail passes for tutorial and village

Richard Kang PPJ#5

Time Used: Enemy Detection UI - 2 hours Destructible UI - 1/2 hour Total - 2.5 hours Samples: Positive:  Enemy Detection UI is ready to be implemented Negative:  Unsure how to implement my next task, another UI element to show that you are going fast enough to destroy a bot Upcoming:  The target UI, or whatever may be a better descriptive name for it.