Total Hours:
Got a lot of administrative stuff done and made a lot of final decisions for our game's artstyle and direction! And we have logos!
I still couldn't figure out how to prove that I own itshaunttime.com, but I'm working on it.
Work on more art, start 2nd level design, assist with implementation and updating of previous work.
Total Hours: 9.5 hours
After we built our Week 2 prototype, I wanted to focus on finding an efficient, easy-to-use toolset for building levels for our game. I wanted it to be accessible enough for any of my teammates to learn quickly and use with minimal fuss. Ideally, we'll be able to draft up designs for levels and have working prototypes within an hour or two. Node editors are common solutions to simplifying scripting for non-programmers, so I started searching for one in the Unity asset store.
After spending way too long testing out various free options (they were terrible), I settled on StoryGraph, a paid asset developed by my friend Matt Wagar. I've used it before on a previous project, so I'm familiar enough with it to implement it for our game and teach teammates how to use it.
After filling out the Tech Requirements section of the GDD, I got a good sense of the systems we'd need to design for our game.
While using StoryGraph sounds great in concept, we're really not sure how many of us will be working on designing levels in Unity besides me and Rush; we're unsure whether it'd just be a pain to limit ourselves to a node editor. In the (likely) case that it's just the two of us using this framework, I imagine we'll see most of the payoff in the next term of the class when the new teammates begin putting together levels in Unity. They only have one programmer and few 2D artists, so I'm sure at least one or two of them will work on levels with us.
Since we're not 100% set on using StoryGraph, I'll be testing it out as a viable alternative while Rush continues maintaining/expanding our current codebase. That way we have a solid fallback in case it doesn't pan out. I also haven't had time to try recreating our current level in StoryGraph, so I'll have to get on that as soon as possible.
Total: ~5.5 hrs
Our attempt to investigate alternative coding options--ie find an option that isn't as "code" heavy, but is more akin to a node-system--is best explored this week. Whether it is necessary, beneficial, or neither, this is the perfect time in the development process to walk this path and see what happens.
Personally I think we're over-worried about potential bottlenecks in level design--if we had a ton of 100% fleshed out level designs and were falling grotesquely behind, it would be one thing. But we've essentially coded the one level we've totally designed.
More importantly, I think we need a more intense fail mechanic other than an invisible (or visible) timer that degrades the player's score as it ticks down. Perhaps some sort of anti-ghost or ghost-spotting "enemy" that makes the player better consider their path from our various puzzle elements?
Total Hours: 10 hours
This week was very productive in terms of creating concepts and getting the deliverables done. I led the development of the Artboard and organized the Game Design Document to be a lot more formalized, detailed, and cohesive. Still, it's a first pass at it, so I don't expect it to be anywhere near done. We finally got our final color palette to use as a team, and I expect that all our assets will look great once color has been placed on them. I also created some concepts and sketches and finalized the design of of three things: 1) our studio logo, 2) our game logo, and 3) our main protagonist, Hatto, the "Scared" Ghost!
Working on all of these deliverables and creating content for the game at the same took a lot of time and effort to get it running, and it took a toll on my sleeping schedule, but I want to lend that to not there being enough hours in a day for me to create the work that I did. I also did not get to create new assets to use in-engine nor did the other artists on the team unfortunately. However, we do have a closer, fleshed-out look of our game idea now!
My plan for this upcoming week is to gather the art team to discuss a lot of standardization of art assets by tying in the final color scheme, art style, and specifying the animation frames and style in Photoshop and Unity. I plan to do this by creating 3 example assets to show for my teammates and they'll use that to use to reference how to match the colors and style of their assets with the game.
Personally, I am continuing to work on documentation of the things that we have and will discuss. I also want to create more concepts for assets in our game.
Total Hours: 6.25 hours
Even though, I had far less labor intensive assignments to do, it was still good that I felt like I was contributing something substantial to the project.
I started but haven't finished the UI design like I wanted to last week due to another class' unrealistic course load.
Complete UI screen(pause menu, timer font, etc.) and fix the black outline in the frames for a dark purple instead.
Total Hours: 5 hours
This week was all about setting up a foundation for moving forwards. The mood boards and the style were the big point of this week. We wanted to get ourselves unified for the direction that we want to head in and I think this week was well done in that respect. From what I found I think a slightly darker color palette is want to want to go towards “Lofi Hiphop” ironically is the closest match for the types of colors and the tone we ended up going with.
As far as art goes I didn’t produce much this week. My original animations were scrapped and we are redesigning the ghost so it was more planning than it was doing for me this week. I’m doing doodles to maybe flesh out the character style that we chose, but nothing has been totally set in stone just quite yet
Next week I think we are going to set the designs in stone and hopefully begin animations so we can begin to polish the produced art.
Total Hours: 4
We set everyone's definitive role in the project and further organized everything. We solidified the art style and it seems like everyone is on the same page.
This week was largely more structurally productive than it was in terms of in-engine development. We aren't behind by any means but I personally would have liked to spend a lot more time upgrading everything there.
More filler props to liven up the levels, then more central props for when we decide to move on our second level.