http://www.mediafire.com/?ampx1rph8ttmgp0
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.
Wednesday, March 14, 2012
Andy Update 2:38
Made a Repulsor Model. Check it out at some point if you get time and lemme know what you think.
Monday, March 12, 2012
Frank - Log Entry 9
Past week -
Created level 3. Tried different layouts and created a sketch of level 3. Looked at some sound effects and found a few button click sounds.
This week -
Get the game ready for completion.
Created level 3. Tried different layouts and created a sketch of level 3. Looked at some sound effects and found a few button click sounds.
This week -
Get the game ready for completion.
Requirements for Final Build
Alright, everyone, we have one week left to get the game done. By next week we need to have a one minute video of actual captured footage. In addition, we will be presenting a three minute postmortum on our game. So everyone should be figuring out what went well and what went wrong while you were working on this project so that we can present what we have learned. Remember that everyone needs to talk.
So we've got a lot to do. Trent, Charlie, and I came up with this checklist of things to do. Whenever you get something done, email me and I will edit the post so that things get put in the Done section.
Andy:
Create Wormhole Art, implement it in Unity
Create art for gravity wells
Add background elements(add things to make our backgrounds more dynamic)
Implement fancy planets in unity
Create Repulsor art, implement it
Trent:
Repulsor script tweaked
Repulsor gravity well visualized
Create diagram of menus for Frank
Make game aspect ratio friendly
One minute screencap video for presentation
Frank:
Sound effects for collisions, win, launch, restart, reset
Sounds for button clicks
Wormhole level one finished (currently level 2)
Wormhole level two created
Fix how to play screen
Add story path after levels
Change level select screen to match story path
Add initial story page
Fix the menu animation's clipping problem or remove menu animation altogether
Orient menu text so that it is facing straight at the camera, no angle
Adam:
Make connecting buttons function
Repulsor level one finished (currently Adam's Prototype one)
Repulsor level two created
Replace generic walls with laser walls
Final level solvable with both repulsor and wormhole
Charlie:
Large planet script
Modify current script to small planet script
Fix the wormhole script
Fix issue where if a repulsor is too close to the start planet upon reset, GravMan gets pushed away, effectively creating a push loop
Done:
Nothing so far.
So we've got a lot to do. Trent, Charlie, and I came up with this checklist of things to do. Whenever you get something done, email me and I will edit the post so that things get put in the Done section.
Andy:
Create Wormhole Art, implement it in Unity
Create art for gravity wells
Add background elements(add things to make our backgrounds more dynamic)
Implement fancy planets in unity
Create Repulsor art, implement it
Trent:
Repulsor script tweaked
Repulsor gravity well visualized
Create diagram of menus for Frank
Make game aspect ratio friendly
One minute screencap video for presentation
Frank:
Sound effects for collisions, win, launch, restart, reset
Sounds for button clicks
Wormhole level one finished (currently level 2)
Wormhole level two created
Fix how to play screen
Add story path after levels
Change level select screen to match story path
Add initial story page
Fix the menu animation's clipping problem or remove menu animation altogether
Orient menu text so that it is facing straight at the camera, no angle
Adam:
Make connecting buttons function
Repulsor level one finished (currently Adam's Prototype one)
Repulsor level two created
Replace generic walls with laser walls
Final level solvable with both repulsor and wormhole
Charlie:
Large planet script
Modify current script to small planet script
Fix the wormhole script
Fix issue where if a repulsor is too close to the start planet upon reset, GravMan gets pushed away, effectively creating a push loop
Done:
Nothing so far.
Charlie Week Final!
Did:
Finalized reset with Trent(I think that finally ended this week).
Made a script for a soon to come wormhole or blackhole object.
Looked into sound effects.
Considered tweaking the music to fix some minor issues but threw that on the back burner for now.
Doing:
Sound effects on collisions once we find some decent sound effects.
Finalizing the wormhole and blackhole scripts.
Making sure nothing breaks on the coding side of our game in the next week.
Trent's Weekly Blog 9
So this week we changed the planets to not be able to go out of bounds. Looked into the music player to try and see if we could stop the music from resetting each time you reload the level. Determined that wasn't worth the effort for such little value and that there were alternative solutions such as never hard resetting the level.
I want to remind people that I won't be here for the final day presentation. I spoke with the professor through email a while ago and he said to make a short video of myself explaining what I did and play it to be my section of the presentation.
So to do this week:
#Continue to implement stuff, working on the wormhole right now to make things jump between them.
#Make my video of myself
#Ensure continuity between levels, so if it works in level one it should work in level two.
#Possibly work on sound or art that's not done by the end of the week.
#I'll probably end up being the guy who makes the video for the presentation so make that too.
#Make a final build of the game
I want to remind people that I won't be here for the final day presentation. I spoke with the professor through email a while ago and he said to make a short video of myself explaining what I did and play it to be my section of the presentation.
So to do this week:
#Continue to implement stuff, working on the wormhole right now to make things jump between them.
#Make my video of myself
#Ensure continuity between levels, so if it works in level one it should work in level two.
#Possibly work on sound or art that's not done by the end of the week.
#I'll probably end up being the guy who makes the video for the presentation so make that too.
#Make a final build of the game
Wednesday, March 7, 2012
Playtest log 2
After our last playtest, we have been able to improve a number of things. The gravity has improved since the original playtests, and that was reflected in some of the responses from testers that came back to test the new build. Players found that the improved instructions page helped them figure out the control settings, which speeded up playtimes immensely.
Things to look in to:
1. Variations in the planets: The majority of testers mentioned a need for more than one size of planet, and also in having planets with differing gravities. This will likely be accomplished by creating new scripts that have different radii and power ratings to create the effect of stronger pulls. We also plan on adding more than just planets to the mix. For example, wormholes are in the process of being made.
2. Background enhancements: This has been something that we have been looking at implementing for a while. Our testers mentioned that while the backgrounds of our scenes looked like they were in space, the backgrounds were too stretched and there wasn’t really much going on of interest. To fix this we will likely implement a tiled background and some background elements such as far off galaxies, suns, or some quirky elements.
3. Story screen: Players were interested in the game, but did not know why they were doing what they were doing in the game. They wanted to know the story behind GravMan’s situation, so a story page will be put in to effect.
-Adam
Tuesday, March 6, 2012
Art Updates
Working on a goal sign to identify the goal planet. Also on a texture for the asteroids Frank made.
Finally got perforce to work yesterday by reinstalling, so the updated planets are up there.
Charlie Week 8 (which is really like week 10?)
Done:
Reset function FINALLY works properly thanks to Trent and me spending all Monday working on it.
Threw together a trampoline object that doesn't work so that's been dropped for now.
Mentally figured out how to make a wormhole object.
Helped Trent code stuffs.
Playtests by Wednesday.
Hopefully building a quick wormhole object.
Fixing any other code problems that come up in the mean time.
Needed:
Not resetting music.
Sounds for collisions and wins/losses?
More levels.
I like how everything is coming together finally. Progress is finally being seen! Good work all.
Monday, March 5, 2012
Trent's Weekly Blog 8
So a day has passed since the last time I posted. Lots got done though.
Reset finally works. That's pretty much done.
Refactored a buncha the code to make it as clean as possible.
Oh yeah, resetting works whooo.
Making a playtest able build.
Next week we want to:
~Get new stuff working! Possibilities include worm holes, repulsion planets, trampolines.
~Other things.
~Conduct Playtests by Wednesday.
Reset finally works. That's pretty much done.
Refactored a buncha the code to make it as clean as possible.
Oh yeah, resetting works whooo.
Making a playtest able build.
Next week we want to:
~Get new stuff working! Possibilities include worm holes, repulsion planets, trampolines.
~Other things.
~Conduct Playtests by Wednesday.
Adam Blog 8
I've been able to get a few things figured out in the past week, so things are moving along on the design front.
1. Repulsors!: Basically a simple reversal of the gravity script, but the repulsors have been working just fine. These planets push against GravMan, and can be used as effective ways to change the direction that he is going.
2. Gravity tweaks: A bit more work needs to be done here, but more improvements have been made since my last post. I've been able to really get a feel for the interactions of both the attractors and the repulsors, so the flow should be nailed down fairly soon.
3. Prototype Levels: I've been toying around with different level designs, and one of my better ones has been posted on perforce. This one includes the recently created repulsors, and creates an interesting puzzle for the player.
4. Triple planets: By now the programmers have fixed this so that any level can have numerous planets, but i had made a controller that accepts more than 2 planets.
Things I'll be working on this week:
1. Putting out new level designs for testing
2. Testing scenes with people
3. More gravity tweaks
This week, everyone needs to be working on the following things:
1. Getting the reset and goal scripts back up and running. Trent was good enough to make a GravMan 4.0, but some things seem to have been lost along the way. The biggest of these are the restart script and the goal script. These seem to have stopped functioning efficiently.The faster we can get these back, the better.
2. Level 3: This will likely come in to being after Wednesday, as the results from the playtests will really help here. But with the deadline approaching, we need to get this in play. This means that the designers should be creating and playtesting level ideas with people.
3. Playtesting: As mentioned before, we have a playtest log that is due on Wednesday. Everyone should have their information in to me by Tuesday night, hopefully earlier so I have as much time as possible to write and post the report.
4. Persistent sound: This did not get fixed from last week, so if Andy could figure this out soon, that would really help
5: Enhanced Backgrounds: Andy, this is another thing from last week that I would really like to get done. Check out my last post for details about it.
Remember that our deadline is coming up faster than you think, so this week should really be a strong push for the project. Keep working hard, guys.
-Adam
1. Repulsors!: Basically a simple reversal of the gravity script, but the repulsors have been working just fine. These planets push against GravMan, and can be used as effective ways to change the direction that he is going.
2. Gravity tweaks: A bit more work needs to be done here, but more improvements have been made since my last post. I've been able to really get a feel for the interactions of both the attractors and the repulsors, so the flow should be nailed down fairly soon.
3. Prototype Levels: I've been toying around with different level designs, and one of my better ones has been posted on perforce. This one includes the recently created repulsors, and creates an interesting puzzle for the player.
4. Triple planets: By now the programmers have fixed this so that any level can have numerous planets, but i had made a controller that accepts more than 2 planets.
Things I'll be working on this week:
1. Putting out new level designs for testing
2. Testing scenes with people
3. More gravity tweaks
This week, everyone needs to be working on the following things:
1. Getting the reset and goal scripts back up and running. Trent was good enough to make a GravMan 4.0, but some things seem to have been lost along the way. The biggest of these are the restart script and the goal script. These seem to have stopped functioning efficiently.The faster we can get these back, the better.
2. Level 3: This will likely come in to being after Wednesday, as the results from the playtests will really help here. But with the deadline approaching, we need to get this in play. This means that the designers should be creating and playtesting level ideas with people.
3. Playtesting: As mentioned before, we have a playtest log that is due on Wednesday. Everyone should have their information in to me by Tuesday night, hopefully earlier so I have as much time as possible to write and post the report.
4. Persistent sound: This did not get fixed from last week, so if Andy could figure this out soon, that would really help
5: Enhanced Backgrounds: Andy, this is another thing from last week that I would really like to get done. Check out my last post for details about it.
Remember that our deadline is coming up faster than you think, so this week should really be a strong push for the project. Keep working hard, guys.
-Adam
Frank - Log Entry 8
Past Week -
Finished all menu screens which took alot of time surprisingly. Added a nifty win animation for Mission Accomplished. Created test levels and had a couple people play them. Most of the players said there were not enough obstacles within Level 1 and some of the levels I created had just some dummy objects to block people.
This Week -
Menu screens are done so now levels are the only thing left I have to focus on. I have a few ideas stay tuned.
Finished all menu screens which took alot of time surprisingly. Added a nifty win animation for Mission Accomplished. Created test levels and had a couple people play them. Most of the players said there were not enough obstacles within Level 1 and some of the levels I created had just some dummy objects to block people.
This Week -
Menu screens are done so now levels are the only thing left I have to focus on. I have a few ideas stay tuned.
Sunday, March 4, 2012
Trent's Weekly Blog 7
So I'm like six days late with this... Missed class on Monday so I forgot until now when I'm working on our project again to post this. This week I made boundaries for gravman so that he doesn't shoot off screen and resets when he does. I helped Charlies problem solve the gravman reset issues he was having and I'm going to sit now and solve that fully. I did some perforce managing and got everyone a unique folder so that they can work in peace without constant errors.
Right now I am going to sit down and:
~Fix the forces GravMan reset fully
~Fully (re)implement the taggable as planets to make it an object in our game thing so each new planet doesn't have to be typed in by hand
~Merge all the stuff into a GravMan 4.0 build (this will be hard)
~Make a play test able build
This week I want to:
~Help everyone get their own folder to work in again
~Help get multiple playtest versions like the Professor suggested each with their own unique gimick and see where we can go from here
~Make the trampoline work, work on getting other new things working like a worm hole
~Come up with other fun new stuff to get working
Right now I am going to sit down and:
~Fix the forces GravMan reset fully
~Fully (re)implement the taggable as planets to make it an object in our game thing so each new planet doesn't have to be typed in by hand
~Merge all the stuff into a GravMan 4.0 build (this will be hard)
~Make a play test able build
This week I want to:
~Help everyone get their own folder to work in again
~Help get multiple playtest versions like the Professor suggested each with their own unique gimick and see where we can go from here
~Make the trampoline work, work on getting other new things working like a worm hole
~Come up with other fun new stuff to get working
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