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Showing posts from November, 2017

Stuff I Did

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In my role as producer I did a bunch of things that don't actually show up in the game: I made this blog! I also encouraged people to post on it for the first few weeks until it became clear that no one wanted to. I made the team Slack too. People actually posted on that. I organized our first meeting. After that we just kept meeting at the same time, so it's like I organized all of the meetings, but also they kind of just organized themselves.  I took notes on our in-class feedback,  then turned those notes into sprint plans on our Google Drive. Also I set up our Google Drive.  I playtested and wrote that playtest report. I planned our initial pitch presentation and recorded the videos for the later milestones. I also contributed as a designer: Early on I did these concept art for potential character designs and scoring concepts, but none of this actually made it into the game. I made our numerals and implemented them int...

Stuff We Used But Didn't Make

Just the background music

Final Class Build

https://drive.google.com/file/d/1gCMSr1nZyH_rRGV0ofx7U7xfF8QKkurR/view?usp=sharing

Robert - Asset Implementation

I started off in the project making adjustments to the game, whether it was experimenting with speeds, or input. About 3 weeks into it, I realized that there were a lot of designers on the team, so I volunteered to help program and implement many of the assets for the game. As iterations came and went, I found that the implementing was easier once there was a format to follow, which sadly came in a little too late in the quarter, but the game turned out to be greater than expected. While I may have handled animations and sound implementation, I also was able to take some of the burden of the game by volunteering to add and adjust many of the minor loops that helped make the game what it is. Upon its completion, I felt that the ending of the game could have been stronger, based on what we had and what we were planning to do, but sadly due to the time restrictions we had to cut a lot of the extra material out. But now that there is a format, I hope the implementation of future assets ...

Art - Chris

I started out with art thinking that the only way I could accomplish a satisfying art was with 3d rendered art, even if it was only 3d rendered 2d. Throughout the iterations of our game however it started to lean towards more and more of a need for a 2d art style. We had to brainstorm a lot, but we ended up creating some mock-up art outlines, and although I'm not strong with 2d I was able to create some ideas. The idea we ended up going with was a Firewatch style mountain range with simple 2d sprites and animations. The biggest thing that made our art come together was when someone suggested parallax, because even though my art was simple, it added great movement to our game combined with the moving camera we used. Upon finishing it looks good, but I feel it could look so much better, and the main thing I learned with that is I need to create iteration upon iteration, because you'll only ever learn that something works or doesn't after you've created it.