I did a bunch this week, compared to last week. Our game is really ramping up and starting to improve, moving from an idea to a full fledged game. Albeit a game that sucks at the moment, but potential is there.
What I did:
~Worked on gravity and created the currently used version
~Threw all the things we had together and built a playtest then set up instructions on how to use it, how to playtest with it, and sent it out.
~Conducted two Playtests with my friend and one of my roommates.
~Created Transitions between Menu Screen to Play screen to a Win Screen
~Created a (very poor) Win Screen
~Spent a buncha time trying to make gravity better, right now it sucks but it's workable, I want it to be better, more smooth, more realistic.
~Imported Frank's menu screen to our game from the demo project it was in
~Applauded as Charlie did a buncha the programming for things (Go Charlie!)
~Helped Frank solve perforce issues a bunch
~Researched and learned more about Unity scripting and Javascript
~Solved a few other perforce issues, that program is not very user friendly, but is very powerful
~Maybe other stuff that I'm forgetting, and I had help on some of the stuff I did
What I want to do next (In order of Importance generally):
~Import what we currently have, a buncha mixed up random stuff in random places, into a clean and organized project, which works (we're having issues atm), and then move forward from there.
~Identify other areas that need to be implemented and do them or make sure someone else is doing them
~Make gravity work better!
~Continue to help solve issues
~Learn Unity/Javascript more
~Other things that I'm currently forgetting.
Things I Think We All Need To Do Next: (With area designations)
~Collisions with planets (Programming, or design can figure out how to use unity to do it)
~Restart option (Think Charlie already got this, just not in the playtest)
~Reflect on the Playtests we all do (Everyone, make sure its in your notes, Adam who will write a report, my big things are right here)
~Start position for Gravman (Programming or Design, likely programming)
~Arrows or ghosting to get sample trajectory on GravMan (Programming)
~Instructions screen (Design)
~GravMan Model (Art, I think andy already has one just not in the playtest)
~Better planet Models (Art, little bit design)
~Background stuff or noise, suggestion from my playtesters, to make it look more interesting like space or something (Art, design)
~Placement of planets (Programming, Design to figure out how exactly we'll do it)
~Having more planets/obstacles for our next playtest (Programming, Design)
~New level for our next Playtest (Design, Art, programming)
~More communication and help! We've done good on this so far, emailing seems to generate response, texting worked atleast between Adam and I, skype can be good too be on that If you're working on stuff, Just check the blog more and keep us updated on what you're doing and how you're doing (Everyone)
Ending notes, I'm super proud of having a working play test with stuff in it that plays. That's always the first step of a game. I know it kinda sucks at the moment (I think so at least, my playtesters didn't say as much but they appeared frustrated) but we had like nothing good before yesterday, so continue with this rapid improvement and we'll have a kick ass game in no time. I expect a lot more productivity as we learn perforce (MVP for time slaying) and Unity better so we'll only get better from here. Seem to be on track to a good game, no major issues in design or programming so far that I can see. We should be able to handle and achieve what we set out for, One Minute of Awesomeness we we come!
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