Jake McKenna - PPJ10
General:
It's done, finally. The game and the term is complete. Overall I'm very happy with where we landed. There we're a ton of challenges and many sleepless nights, but at the end of it all I am genuinely proud of what we all made.
In this last week the main things I worked on were:
- Tutorial
- redesigning the tutorial
- rewriting the text and sprucing up the UI panel
- Level 4
- adding in the destructible generators
- making changes to the current destruction script and setting up a different variant to work on the checkpoints
- Level 5
- Getting the laser up and running (Peter and Sean are to thank for the creation of that)
- Ironing out some bugs and finishing the final stage
- New Particles
- Smog sea ignition effects
- New Ship thruster (blue plume behind ship)
- tons of help from peter on the implementation of this
- Music
- Choosing and implementing music for the Tutorial, 2, 4, 5.
- Setting up bounds for the levels
- making changes to player controller to add bounds
- setting the bounds for all levels
- The Core
- adjusting colliders, tweaking spinning, etc
- lots of little adjustments to that final big laser guy
- Lighting
- baking and adjusting lighting for level 3
- added fog to lvl 3
In total I think these tasks probably took up around 20ish hours of the week over the course of many intermittent work nights. It was difficult to time them because we would often have to refocus as we discovered issues in the refining passes.
Conclusion:
Development is stressful, and I definitely let it get to me a couple times throughout the term, but the final presentation made it all worthwhile. I really appreciate the work we all put into this and seeing it in action was amazing. Thanks for the guidance.
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