Sunday, March 29, 2015
3/29/2015
This week was spent playing the build that we have been working on and working to figure out what could be improved upon. I also spent time finding bugs and inspecting what things we have but have not yet been added. One main issue I was looking at was the difficulty curve. This curve seemed to change in specific circumstances and looked a lot harder than it should have. I will be continuing to look at this until I can better understand when this is happening and then meet with Tim to correct the issue. During the meeting the team did well to knock a lot off of the list that we had for finishing alpha issues.
Sunday, March 22, 2015
3/22/2014
This week has been a push for everyone to make Alpha a reality. I specifically have been taking somewhat of a backseat roll but have been part every conversation surrounding art, mechanics, and implementation so far. I specifically have been focusing on the newspaper art and implementation. I went through and spoke to Matt T about what should be featured for the pictures as well as helped go over choices for other headlines. I sat with Leif and went over re sizing the gave yard, making sure to highlight the exit gate for the zombies, as well as fixing the carry animation for the main character and the daze animation for the zombie. I also went over with Tim all of the mechanics that still needed to be added and how those mechanics should work Alpha.
Sunday, March 15, 2015
3/15/2015
This week was not as work loaded as it possibly could have been due to the fact I went to San Francisco. This was helpful in a different way in that I was able to meet with a relative that works at Zynga. This was very helpful and informative to how a studio runs, looks like, and how a week looks at a relatively large company. Not to mention it was a really awesome experience and a great way to meet someone who is actually working in the industry right now. For work this week I created a newspaper layout to Matt T in order to let him get an idea of what we needed. Over the week I also started spit balling possible things that could read depending on if we have time to add it after players complete a level. At the bare minimum there will be labels for how well the player did, Best, good, and worse style setup.
Sunday, March 1, 2015
3/1/2015
This week has been one of our more stressful and successful weeks of production. With the midterm check in rapidly approaching it was vital that we be clear on what needed to get done. One of the first things that I did that I felt help this process move along quite well was creating a list of tasks that needed to be met for the midterm milestone. There were several wish list tasks on there as well but prioritizing these tasks and diving them among the separate disciplines led to a very tight schedule and everyone understanding the work load and priorities they needed to be focused on. Once everyone understood this we went off and just worked. Most did a solid 3 and a half hours on Saturday starting from the easiest tasks and working our way up. The finished product was a very pretty build that had a good balanced feel to it with a lot of animation components compared to our last build. We also have a much clearer understanding of what needs to get done for alpha and each of us seem to have a better understand of the expectations laid out for the game. The only draw back, which unfortunately was a rather crippling one was the repo. This week on two separate occasions updating the repo removed almost of the meshes that were present in the game which forced us to re download the repo then add all meshes and textures back in manually. This cost us a significant amount of time to fix and hindered adding some features but overall i am happy with the progress of the entire team this week.
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