Week 1: The team has grown from 4 to 11 members, bringing a new ideas and needed skills to help bring the game to the ideal state.
Jumping back on for week 1 was a hectic start filled with early clustering, to compartmentalize the large team into manageable size for individual tasks. For my week one task the GUI was the focus, reviewing existing UI the cluster set forth goals and a direction to work from.
The team had a brief meeting on Thursday to set the sprint goals for the GUI tasks.
In the meantime, i'll be individually creating early paper sketches for the level concepts. Reviewing player skills and abilities that to possible tailor levels to emphasize their use. While other concepts are just purely interesting ideas to present to the team for possible future iterations.
It is all rough at the moment, giving the team a starting point and momentum to re-engage and focus back on the development of Necromanager after our break.
Saturday, January 17, 2015
Wednesday, December 3, 2014
Cutie Pie's Post-Mortem: The Final Slice
Recap:
We did it, we made it to next semester! Necromanager has officially become an approved Senior Team game. The Cutie Pies have been successful in our attempt to create a worth game (Too most).
Our game about keeping your graveyard under control and bank account full is preparing for the big polishing and improvement phase. At least that is the current major goal moving forward.
The Good:
The team of Matt T, Matt C, Tim H., and Ian were able to appropriately find a core experience to work toward, providing an understandable vertical slice. All disciplines established their pipelines early and was able to break down individual tasks to work on.
The best choice the team made at the beginning was identifying what would be the core game play and the three phases that would help create the intended player experience.
The Bad:
The hiccups of the journey become apparent during the development of direction. The team had a lot of ideas for the future of the game, but we had little to work off. So we developed the three phase to help direct, but allow for creative design. Allowing the team to produce possible assets, code, and design that could highlight the phases and fit with the feel of the game.
Which was still a little up in the air for some time. Finding the light-hearted theme to sell the mundane routine of zombie keeping. Giving it that unique feel in addition to it idea of limited violence in game.
It took some time to establish all the elements, but once the team was in agreement of these elements. We were able to create the current product, which we are still very excited to be working on.
The Ugly:
Creating character art was the hardest challenge our team encountered this semester. Appreciation (as much as I can give) goes to Matt Therrien for his willingness to accept the task. Producing something that would help to get our theme across for the enemies and player avatar.
While the first few character art pass result in some interesting sprites (the turtle zombie), the visible improvements to the in-game art was huge. Meeting a lot of praise and some critique, but the resulting affect from more art polish was critical to maintaining the game feel.
The Team Moving Forward:
Having worked with the art direction for characters and enemies in a 2D stylized idea. The team found it to be placeholder and moving forward we want to move to 3D. To allow rigging for the animations with have in mind to add to the theme, to allow shadows to be cast by the character and enemies, and to allow the oncoming 3D artist to produce 3D models.
Programming wise taking on a graphics artist is important aspect for polishing and to allow our lead programmer's talents to be put to else where. Additional programmers to help with coding and splitting the workload.
Additional designers to have a more committed producer role and new/fresh ideas for developing the game moving forward.
While our current team has a strong dynamic and is able to work well with each other, taking on new members is going to require a adjustment phase. Hopefully that will be short and every one is able to work with issue.
The next steps/goals for the team moving forward is going to require so re-working of the current idea to fit the new art style, but the entire team feel the game will benefit from the change in direction. An additionally it will allow our original artist to work in their specialized field, so they can produce strong art for environment and props game.
Alumi Panel
One of our final opportunities to discuss the possible future of our major. The enlisted alumni were interesting, provide a different perspective on the routes that they took. Where they ended up as a result, and additionally how they are doing now.
Some worrying topics were the lack of outside hobbies that the alumni had time to do (which was none). Worried about that part a little bit, I enjoy a break from the constant game. Also having something to take care of is beneficial for one's mental health.
The featured paths of contract work, indie, or industry jobs all had unique work flows. From the continuous need to work and produce as a small indie team to not lose the focus. Or a triple A studio job where the pod group work dynamic is eerily similar to senior production. To the final just having the stars align, getting the lucky chance to be part of a game that become successful through steam green light.
Overall the career path has many chances to fail and succeed, but the one thing to take from the panel is to be prepared to change and move around. Job security is a seemingly rare thing in the current Game Career fields.
Tuesday, November 25, 2014
The final push/presentation
The vertical slice is coming together nicely, the final presentation to identify why our game is valuable is under way, and we are rapidly preparing for the formal oral presentation.
Necromanager has been an exciting project to work on, the team has at time butted heads (all in efforts to produce the best player experience). The stress of the quickly approaching final presentation was building.
So we put our heads down, practiced again and again, ensuring we would be knowledgeable and prepared to showcase our game to the public. All the way remember to breath, not allowing the stress to boil over. Allowing the team to be confident and ready for the public presentation.
The day of the presentation has come and we as a team and ready. A strong hope that our game will be selected to move forward, and we can begin the heavy polish phase with new members.
Necromanager has been an exciting project to work on, the team has at time butted heads (all in efforts to produce the best player experience). The stress of the quickly approaching final presentation was building.
So we put our heads down, practiced again and again, ensuring we would be knowledgeable and prepared to showcase our game to the public. All the way remember to breath, not allowing the stress to boil over. Allowing the team to be confident and ready for the public presentation.
The day of the presentation has come and we as a team and ready. A strong hope that our game will be selected to move forward, and we can begin the heavy polish phase with new members.
Tuesday, November 11, 2014
Great strides from Blocks to first Art pass
-The first art pass-
We were looking for a refreshing pass of character and enemy art to breath live into the project. The first pass was a nice attempt towards finding the look we want to reach. They needed work and we as a team knew this, so our artists are working with 2D for the basis of character development.
Pulling inspirations for particular games, Don't Strave and Plants v. Zombies. Looking at them for ideas on how to create a light-hearted undead creature and 2D art defined movement.
-The resulting art of the first pass-
Honestly it needs for work. So are plan is all in-coming is currently a WIP for the temporary future. We have solid environmental artist, who are provide the character art. They are making strides for the current game, but we would benefit from the support of a character artist.
-Planning ahead-
The future plans are feature lock, programming new code with crucial pieces, and heavy polish on art implementation and balancing the game feel.
We were looking for a refreshing pass of character and enemy art to breath live into the project. The first pass was a nice attempt towards finding the look we want to reach. They needed work and we as a team knew this, so our artists are working with 2D for the basis of character development.
Pulling inspirations for particular games, Don't Strave and Plants v. Zombies. Looking at them for ideas on how to create a light-hearted undead creature and 2D art defined movement.
-The resulting art of the first pass-
Honestly it needs for work. So are plan is all in-coming is currently a WIP for the temporary future. We have solid environmental artist, who are provide the character art. They are making strides for the current game, but we would benefit from the support of a character artist.
-Planning ahead-
The future plans are feature lock, programming new code with crucial pieces, and heavy polish on art implementation and balancing the game feel.
Modifying the room blocks
-The fatal error-
During the previous, meeting which I created the additional room blocks the generation set. I failed to add the prefabs to the repository. Leading to a lost of rooms, but thankfully the learning curve was easy to master. Allowing me to jump back into the program and quickly recreated the missing room blocks.
-The second pass of room blocks-
Having ensured the last set of rooms were added to the repository, I continued to create additional rooms. I set out to define buffer zones without graves. Allowing hallways and empty area to give the player more time and space to build barricades.
During the process to mitigate issue with the spawning of room pieces, I would run the test demo repeatedly. Checking for missing fences, looking at the entire area, and making sure players could have space to move for each graveyard generation.
-The next step-
Review the current set of rooms and addition to room generation assets to develop variety and ensure the space spawn enough graves for zombies to provide a challenge to players.
During the previous, meeting which I created the additional room blocks the generation set. I failed to add the prefabs to the repository. Leading to a lost of rooms, but thankfully the learning curve was easy to master. Allowing me to jump back into the program and quickly recreated the missing room blocks.
-The second pass of room blocks-
Having ensured the last set of rooms were added to the repository, I continued to create additional rooms. I set out to define buffer zones without graves. Allowing hallways and empty area to give the player more time and space to build barricades.
During the process to mitigate issue with the spawning of room pieces, I would run the test demo repeatedly. Checking for missing fences, looking at the entire area, and making sure players could have space to move for each graveyard generation.
-The next step-
Review the current set of rooms and addition to room generation assets to develop variety and ensure the space spawn enough graves for zombies to provide a challenge to players.
Learning the new level building
-The Initial Learning Curve-
Our programmer set up a module room block, to be randomly generated and connected together to build the space the player will explore. There was an initial learning curve to building out the room sets.
Tim was gracious enough to explain the process as I built out my first room set. Learning how to use the room end connectors (the forward position), the scripting to apply, and the numbers to modify to ensure the proper layout.
Having quickly picked up the process, I began making additional room pieces to get additional variety within randomized level build. I created six additional room blocks to add to the overall randomization level generation.
-The results of the first pass-
The room sizing had to be oddly numbered to ensure accurate centering of rooms during generation. This would allow the fence pieces to properly draw and contain the player within the defined space.
Overall the first pass was a good introduction to the established system.
Our programmer set up a module room block, to be randomly generated and connected together to build the space the player will explore. There was an initial learning curve to building out the room sets.
Tim was gracious enough to explain the process as I built out my first room set. Learning how to use the room end connectors (the forward position), the scripting to apply, and the numbers to modify to ensure the proper layout.
Having quickly picked up the process, I began making additional room pieces to get additional variety within randomized level build. I created six additional room blocks to add to the overall randomization level generation.
-The results of the first pass-
The room sizing had to be oddly numbered to ensure accurate centering of rooms during generation. This would allow the fence pieces to properly draw and contain the player within the defined space.
Overall the first pass was a good introduction to the established system.
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