Jake McKenna - PPJ 04
General Updates:
This week we made a pivot to prioritize getting the levels finalized. Story has been put on hiatus to fully focus on getting the game on screen and playable. I think it was the right move, and I think the amount of progress made this week shows that.
Personal Updates:
I designed, modeled and imported a new version of the lava level. The idea was to give the player a good amount of space to fly through. The layout was inspired by a game called Feather (Samurai Punk, 2019). Playing the game really changed the way I have been approaching making flight levels, honestly I wish I had played it sooner.
Time Designing/Modeling/Implementing Lava level: 1.5 hrs
I implemented Rex's village models/textures and replaced all the boosts and enemies. I tried to give the level more of an "arena" feel to it (per our team discussion). I plan to make another editing pass on it having heard the class feedback.
Time spent implementing/editing village level: 1.5 hrs
I took a second look at the tutorial and swapped out some of the models for Aj's. We need to go through in the art meeting at talk about the remaining pieces needed.
Time spent revising tutorial: 0.5 hrs
I tested out using pro builder and gave an overview to the team. Overall I see where it can be useful, but it will take time to adjust to it.
Time spent importing/testing probuilder: 1hr
Total time spent on tasks: 4 hours
Additionally I spent a good chunk of time in team meetings this week. We had a good discussion about level design and pausing story development in the design meeting. In the art meeting we went through and assigned 3d modling tasks to our 3d artists. Finally in programming I spoke about the scripting requirements that the remaining levels will have.
Time spent in meetings: 5hrs
Total Time (estimate): 9 hrs
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