Posts

Showing posts from August, 2020

Tara Boonngamanong PPJ#10

Image
Fix Model and UV: 2 hr Meeting: 1 hr Total: 10 hr PPJ 10 What went right this week: this week focus was on fixing up the model and the UV of the three main assets for the city: building 1, 2 and the highway. Got them done early and passed it on to Rex to texture. No issue reported so far. Looking forward to see the final result.    

Peter Eldredge PPJ # 9

Settings Menu/UI Additions and Fixes - 2 Hours New Incinerator Bot Behaviors - 1 Hour Pause Menu UI - 30 Minutes Pause Menu UI The pause menu has been redone so it fits better aesthetically with the rest of the UI. New Incinerator Bot UI Incinerator Bots have gotten the rest of their functionality. They now have 2 different behaviors depending on distance. 250-1000 units from the player, the Incinerator Bot will rotate horizontally and move vertically to try and track the player. A raycast is fired in the direction of the Incinerator's movement, if it hits anything, the movement will be cancelled. The special parameters for the attack are the MoveSpeed and BufferDistance , where MoveSpeed is how quickly the Incinerator will track the player and the BufferDistance is the length of the raycast being fired.  When the player is 250 units or closer, the Incinerator Bot will start its AttackBehavior. In this behavior, the bot will continue to rotate towards the player, but will not foll...

Rex Christian PPJ 09

Image
  Completed Tasks -City textures (4 hours) -City Emission maps and lighting (2 hours) Total Hours: 6 hours Samples: What went right: The team communicated well in the art and design meetings and we seemed to all share a creative vision for levels 3-5 that we achieved. What went wrong: Accidentally pushed the city textures with no emission maps after having a long discussion with Malcolm in one of the meetings about how the city should be bright a glowy, so naturally he was very concerned that I'd totally betrayed our vision when he first checked out the textures. Upcoming: Lighing/skybox effects to be done on level 3, maybe some cool street textures.

Ethan Scheidlmeier PPJ 9

What Went Right: The Game- Though there were many hiccups along the way and the game doesn't look exactly as we expected, we made a game that is functioning and fun to play.  The Assets- While they had their own challenges, I believe the models for the game turned out fairly well and make the game interesting to play. The Leadership- The team leads did a great job informing us on what we needed to do each week. Though the overall communication within the group could have been improved, the team leads instructed the meetings very well.   What Went Wrong: Communication- Many of us, myself included, struggled to communicate to the group as much as we should have. This led to many things not being implemented until the builds and the ideas to not be fully fleshed out until the next week. Story/Narrative- The story of this game was a lot larger when we first discussed this project for the term. Week by week, more and more cuts were made to it. Eventually, it got to the point w...

AJ Giomboni - PPJ 9

Image
    Completed Tasks -Modeled and textured engine (4 hours) Total Hours: 4 h ours Samples: Positive: Sometimes you can't help but admire your own work. I love when a piece comes together like this! I was worried that artists would have to create a lot of assets during the final weeks but we managed to do well and not run into too much last minute creation. Negative: Not much negative going on this week. It seems to be that point where everything has ramped up but it also feels really calm. Upcoming -Get ready for the final.

Jacob Dixey PPJ #9 + Personal Postmortem

Image
 Jacob Dixey PPJ #9 Design Meeting  - 1.5 Hours Programming Meeting  - 1 Hour Art Meeting  - 1.5 Hours Bumping - 1.5 Hours Smoke Vents - 3 hours Bumping Versus Bouncing Smoke Vents What Went Right Flying feels great to me now, which was one of, if not my biggest goals for this project. I'm very pleased with how it turned out, even though there's plenty more that could be done with it such as special techniques such as a barrel roll in replacement of banking, I think this is one accomplished goal. Level 5's design also took a very cool, quick turn around that I'm very happy with. What Went Wrong This was to be expected, but a good many few things have gone unfinished in my book. We could make variations on enemies such as giving the laser bots slower, homing shots, or making smaller sawblade bots that behave with "boids" logic. What's Next Work on the game should generally freeze and we should be focusing on getting out the press-kit, trailer, and other doc...

Malcolm Bornmann PPJ 09

Personal Postmortem Three Things That Went Right Education . This term allowed me to explore level design. Through design parameters, class discussions, and creative permission from the team, I was able to gain both practical and theoretical knowledge in this area. I intend to design levels for Senior Project, so I’m glad that I was able to use Workshop as a training ground for that. I also learned how to use GitHub and bettered my skills in Unity. The fatal flaw in the curriculum for my cohort is a lack of training in version control and game engines. Luckily this is being fixed for younger generations of GDAP, but in terms of my education specifically, this class helped me become more comfortable using these software programs that are extremely relevant to my major and eventual career.   Taking on Responsibility. Our team did not initially have an Art Director for the first few weeks and desperately needed one. Jake McKenna and I both stepped up to take on that role in addition ...

Jake McKenna - PPJ #8

  General Updates:   This week I spent most of my time working on upgrading the visuals of level 4. Additionally I spent some time setting up the new shield generators with Sean's assets and making general tweaks to level 4. Personal Updates: Task:  Particle effects I took some time to make a bunch of new effects for level 4. I did a smoke plume, generator explosion, generator core, and lava pops. I used these in level 4 to add some movement to the level.  Time:   2 hrs Task:  Level 4 updates, misc I went through and touched up level 4 based on what we discussed in the art meeting. I re arranged all the geometry and added in all the new meshes/materials. I also placed all the enemies and gas clouds. Finally, I tweaked the lighting to give it the Red/Blue palette from the mood boards.  Time:  3 Hours I took a little bit of time to do some other updates to meshes this week as was needed. Just small fixes and things. In total I believe all the m...

Tara Boonngamanong PPJ#9 and Personal Postmortem

Image
Modeling: 1 hr Meeting: 1 hr Total: 2 hr PPJ 9 What went right this week: This week was pretty simple, there was no work needed for the UI. I got to focus on remodeling the destroy building since the older version was not clean and the poly was too high. The newer one is much more simple and the UV is pretty reasonable.  What went wrong: Nothing went wrong so far, will wait to hear back from the team. What's next: Help out with whatever the team needs help with.  Personal Postmortem   3 things that went right    Online team project can be very hard so I’m glad that the  team stick  together till the end and make sure that  the game is done .  I really appreciate those who kept the positive energy going and take on extra roles for the team !   The game development looks  pretty  clean  in terms of code functionality and bugs .  The particle effects are also much better  comparing  to the  one from  ...