Sunday, February 22, 2015
2/22/2014
This week has been very eventful for me. I was able to work on new sounds, respond and make decisions off of QA feedback, and continue getting the economy variables figured out for how the costs of different items in the game will work. I was also worked with cool downs and the amounts players will be able to receive from the money they spend per object. Another important note to make was taking the responsibility of lead. This is something I know I will need to focus on moving forward and work to make sure that the design direction and overall direction of the game will be responsive to my decisions. Moving forward I will be focusing on tuning the economy and other aspects of the game while continuing to test and make the appropriate changes according to feedback.
Sunday, February 15, 2015
2/15/2014
This week was completely spent on finishing the balancing for the different variables included primarily for difficulty. I spent a lot of time balancing and retesting them to fit into the different sized maps and appropriate difficulties. I also found some new mechanics I believe will be quite vital in further increasing the player's experience for the better. Thanks to time all of the variables are now in game and are ready for QA. I have set my sights on balancing the economy in the game for purchases of items as well.
Sunday, February 8, 2015
2/8/2014
This week has been spent in preparation for green light. I specifically have not have a lot to do with the necessities that came with this presentation specifically but I have been overseeing certain individuals that did. I specifically have been working on finishing the sounds that are on the spreadsheet that has been created. I also went through the process of citing all of these sources correctly according to the sites specifications. I have also been able to get accurate figures out of the game on the different variables i have been working with for balancing issues. This has greatly prepared us for testing which we will be doing this week.
Sunday, February 1, 2015
2/1/2015
This week as been met with a minor set back that came with different difficulties but were overcome none the less. The main objective of the week was to implementing more balancing in game. the first issue that I ran into was that I was unable to access my testing branch that I had created in order to test out the different balancing possibilities in combination with each area size and difficulty setting. After figuring it was my version of unity I decided it would be easier to go to the labs and just work there for now until I could ask others if that was the true issue. However, after looking through the project in the labs I learned that there was another issue that I could not fix on my own. I was able to set the length of each night and a general spawn rate of zombies in the appropriate area sizes and difficulties. Although I realized there was not yet a way to manipulate the number of zombies that spawned during each wave (The set times zombies were set to spawn). with this knowledge there was no real way to test the other variables without being able to control the amount of zombies. From there I passed this info onto Tim. In the meantime I decided to collect sounds off of the juiciness spreadsheet that Kevin, Ian, and I worked out earlier in the week. I was able to collect and successfully cut 12 different sounds off of that spreadsheet. This up coming week will be dedicated to balancing now that Tim has implemented a way to access that variable.
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