Posts

Ethan Scheidlmeier PPJ 5

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Tasks: Design Meeting- 2 hours Art Meeting- 2 hours BG Object Modeling- 3 hours Total Time- 7 hours Positive- Level ideas have been almost fully refined, so the structure to the game is almost done. Negative- Specifics about other details of the game, such as welded weapons, still took a lot of discussion and was mostly uncertain. Next week- Work on more BG objects

Sean McFadden PPJ#5

Overview:  Time Spent: Smog Sea Cloud Refactor: 3 hours Weather and Lava Layouts: 3 hours Positives:The new weather system is coming along nicely. I would have liked it to be finished by know, but I think it has a lot of potential in making levels feel more unique. Negatives: I was still out of town for most of the week, so I was not able to work as much as I had hoped. I returned home earlier today, so hopefully my pace will go back to normal.

AJ Giomboni - PPJ 5

Completed Tasks -Roughed out lava level terrain (5 hours)          -Persuaded friends to playtest game (about an hour) Total Hours: 6 hours Samples: Positive: This brought back some memories! Jak and Daxter The Precursor Legacy. Lava Tube. Needless to say, I had some fun concepting this out. I just hope it was what Jake M had in mind. He demoed what he would have liked and I think I got it. Negative: Still have some personal background stuff going on so that is kind of distracting me. I sitll pushing on though. If it starts to seriously affect me, I'll bring it up to whoever it is necessary to. Upcoming -Continue modeling and refining

Jake Dixey PPJ #5

Jacob Dixey PPJ #5 Design Meeting  - 1.5 Hours Programming Meeting  - 1 Hour Art Meeting  - 1.5 Hours Camera Tweaking -  2 hour Fixed Camera for flipping  - 1 hour Explosion Speed Boost - 1   hour What Went Well The base control of the ship feels a lot smoother with these final big improvements to the camera. These improvements go a long way to making sure that the ship never leaves the screen or feels like its out of the players control. The destruction scripts are also looking like a fun addition. What Didn't Go Well Nothing in particular this week. What's Next Working on making you feel like you're going fast is a big thing that still needs to be locked down, specifically. Additionally, getting the rest of the Welded Weapons in and updating the Welded Laser to make it more fun.

Jake McKenna - PPJ 05

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General Updates:   This week we made a push on the levels. We are much closer to having the game entirely blocked out. The game is shaping up, and it feels like we finally gotten to the point that we can take refining passes on a lot of stuff.  Personal Updates: I made new particle systems to replace the heat, player/enemy explosions, and the gas explosion. Tied into that I also took a crack at enemy destruction, I got something tentatively working, but it was only for the purposes of testing the vfx; it is not production ready.  Time Designing/Modeling/Implementing new particles: 3 hrs I made some color moodboards to help guide the design of assets for the levels. They took a little longer than they should have because i spent time recoloring images to match each palette.  Time spent on moodboards: 2 hrs I touched up the level design in the village based on the feedback from the previous week. Added some spinners back in, moved enemies around, etc.  Time spent ...

Taylor Andrews - PPJ 5

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Particle Assets          This week the time and date for the art meeting was changed to Wednesday. Due to an important prior commitment, I could not meet for the art meeting. Coincidentally, on Wednesday a wire had fallen outside my house rendering me without internet for several days. Due to this, I also missed the design meeting. Once I had access to internet, I got in contact to look at what I was to work on this week. This week I created several particle assets for the game. Jake M. had kindly linked some videos in the discord that explained how to create the assets and any additional information I would need. I spent some time experimenting with brushes in Photoshop to create the perfect textures for the assets. I made a general fire asset, two kinds of embers, a general explosion cloud, a "boost" explosion with movement lines, a cloud ring, and a more stylized explosion ring. Hours Spent:  3.5 Hours      Research/Videos: 0.5 hours Brush...

Malcolm Bornmann PPJ 05

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List of Completed Tasks - Attended Art Meeting where we refined scope, assigned tasks, and discussed how to find a cohesive artistic style (1hr 30min) - Attended Design Meeting where we discussed the best way to end the game via Level 4, how to best use the incinerator bot, and if welded weapons were still feasible to implement (2 hours) - Modeled final version of the Level 3 terrain, the floating city with piping (3 hours) - Created beauty renders of Level 3 terrain for presentation (30 min) - Tried to figure out GitHub, SourceTree, and their connection to Unity by downloading the necessary software, following instruction, and troubleshooting. I got everything working except I couldn't push to any of the branches. Hopefully this can get resolved, but for now, the Drexel education has failed me, and it doesn't look like I will be able to contribute to the Unity portion of the project (3 hours 15min) - Updated Scrum presentation with work completed by the Design Tea...