http://www.mediafire.com/?ampx1rph8ttmgp0
Team QFASA
Wednesday, March 21, 2012
Final Build v2
Here is the link to our new and slightly improved final build. Problems still exist but they are beyond our fixing. Happy Gravmaning!
Monday, March 19, 2012
Adam Work Recap
I served as both level designer and producer for Team QFASA. This required that I be a go-between and coordinator for the team, keeping the project on track. I took care of most of the blog responsibilities. During most of the early part of the quarter, as we were focusing on getting the tools made to build levels, I focused on coming up with game ideas, drawing up level plans, and helping the others with their work.
After the programmers implemented a gravity system, I started building and testing level designs. I spent a lot of time playtesting our initial builds with different people, and ended up tweaking the gravity script in order to respond to player feedback. As we neared the end, I implemented numerous levels, scenes, and features in to our game, including spending an entire weekend preparing our game for submission.
Contributions List:
Levels:
Level One, Level Two (prototype), Repulsor Levels One and Two, Final Level
Screens:
Repulsor Win Screen, Wormhole Win Screen, Pre-Final Level Win Screen, Level Select Screen
Scripts:
Repulsor Script, GoalAI2, Updated PlanetAI
Other:
Beta gameplay video, Blog Upkeep, Coordination
And a long number of hours tweaking project materials to improve the game.
This was a good quarter. I enjoyed working with this team, and I believe that we made a quality game, despite the setbacks that we faced at the end. I think GravMan has potential as a fun puzzle game. Thanks for a great quarter, all of you.
-Adam
After the programmers implemented a gravity system, I started building and testing level designs. I spent a lot of time playtesting our initial builds with different people, and ended up tweaking the gravity script in order to respond to player feedback. As we neared the end, I implemented numerous levels, scenes, and features in to our game, including spending an entire weekend preparing our game for submission.
Contributions List:
Levels:
Level One, Level Two (prototype), Repulsor Levels One and Two, Final Level
Screens:
Repulsor Win Screen, Wormhole Win Screen, Pre-Final Level Win Screen, Level Select Screen
Scripts:
Repulsor Script, GoalAI2, Updated PlanetAI
Other:
Beta gameplay video, Blog Upkeep, Coordination
And a long number of hours tweaking project materials to improve the game.
This was a good quarter. I enjoyed working with this team, and I believe that we made a quality game, despite the setbacks that we faced at the end. I think GravMan has potential as a fun puzzle game. Thanks for a great quarter, all of you.
-Adam
I MADE THIS FOR YOU!!
I was the Art Director of Team QFASA.
I created all the art and models for GravMan except for the text.
I created all the art and models for GravMan except for the text.
Frank - What I did on GravMan
I served a double role in our game both as a designer and an artist.
I created all menu screens except for the wormhole and repulsor level win scenes.
I added all sound and sound effects to the game. I also created the text for the levels which took longer than I could ever fathom. I found code to animate the background. I also found code to make the buttons work. Overall I did alot of tweaking to get the menu to work correctly and to look right. I created the instruction screen which is a novel way to intuitively teach the player how to play.
I created a few models for the game that did not end up getting used.
This class was a great expirence and I could not have had a better team.
Great Job QFASA
I created all menu screens except for the wormhole and repulsor level win scenes.
I added all sound and sound effects to the game. I also created the text for the levels which took longer than I could ever fathom. I found code to animate the background. I also found code to make the buttons work. Overall I did alot of tweaking to get the menu to work correctly and to look right. I created the instruction screen which is a novel way to intuitively teach the player how to play.
I created a few models for the game that did not end up getting used.
This class was a great expirence and I could not have had a better team.
Great Job QFASA
Sunday, March 18, 2012
Charlie did what now?
So I took up a heavy programming role on our humble little team this term.
The vast majority of what I contributed to this team was slamming out some rough code for whatever we were trying to accomplish each week. We would then meet up that week, Trent would revise my code, and after we would sit down and collectively problem solve any issues we still had left. It's difficult to lay claim to anything to specific coding wise, since looking at the scripts now I can't tell what I wrote and what Trent wrote. I figured out gravity twice, but Trent had a major role in making it all work. I wrote many scripts for our objects but again, they were all tweaked a decent amount after I had started them on their way to completion.
By far the biggest time suck I had was our original gravity system. For a good couple of weeks, Trent and I were convinced that we could write our own custom gravity script that would work awesomely. This did NOT happen. We reached a point where we had a working system but it was rather stiff and not very fluid or realistic looking or functioning. I stepped away from the forward progress for that week and went on a soul searching journey of sorts to find a better way. I came back the next week with a new way of doing things that was much cleaner and easier to tweak. It flowed better, and didn't break too many of our other scripts. Trent was kind enough to adopt this new system of gravity after spending so much time on the first system.
If had to sum up what I brought to the game in one word it would be "code". I wrote scripts. I revised already written scripts. I talked Trent through his mental blocks.
What I could have done better? I could have commented my code... at least occasionally. Trent was always on me about that one for sure. I could have also stepped in on the design side a bit considering my concentration is in Design/Production and not Programming.
I am proud of our game and am glad I was able to be on such a dedicated team this quarter. We had our bumps in the road for sure, but I think we came together and made a halfway decent game in the end.
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