Total Hours: 5.5
Got my art assets done, and spent some time conceptualizing the second level!
Tried to maintain clear communication on what was asked of the team this week, but some of it got lost tin translation.
Continue producing assets, finalize and start implementation of 2nd level.
Total Hours: 8 hours
I reworked the InteractableObject code to work in an event-based manner, rather than checking for changes on Update(). I got things working much better and cleaner than before, and it's now much easier to add/change functionality. Going forward, the code will be much easier to manage. I also got touch controls in, so we'll have a better feel for how the game plays on mobile.
We had a huge git fire the morning before class, as some of our members were working on different branches than me. My changes had to be set aside for the demo as I couldn't merge them, which is very frustrating to say the least. We have to communicate better going forward - this can NEVER HAPPEN AGAIN.
We'll focus our efforts on finalizing the playable level for next week - with the cleaner codebase this shouldn't take long. Our assets and functionality changes will also be designed with a mobile-focused approach. By next week we should have more UI functionality, gameplay functionality, and overall art polish.
Total Hours: 6
--Decided on a compromise for our coding structure. Drew implemented touch screen controls smoothly which allowed for a smooth transition to incorporating those controls into our existing code. We were actually able to get an end-to-end level done, albeit an easy one.
--Some Git troubles, but the issue was reverted (praise the sun). It took a while to get the concept level coded end-to-end because we were deliberating our code hierarchy system until the last moment. But it got done which is what matters.
--Clean up level one so it is less spaghetti and more a concept.
--Move on to level 2
Total Hours: 5.25 hours
Art-wise, things are shaping up, but the pipeline still needs to be refined and polished for the other artists on the team to follow. I had an art team meeting the day after class, but it still looks like we need to discuss some stuff largely with organization and standardization. The first step I took to start that off was to develop the art section of the GDD further. I also created the layer styles to be used by the others that was needed to produce the sticker effect for interactable objects.
I got around to creating Hatto's base/idle form and the human boy's design, but I was not able to get done what I set to accomplish this week, which was to create example assets to serve as examples to the other artists to visually follow, re-design all the characters base/idle forms, and re-design all the props. There was also some confusion regarding the pipeline that had some artists confused, so I plan to rectify that in Upcoming.
I'm planning on seriously getting down to business and work on getting the (re-)designs of the characters, animations, and assets as done as I can possibly get. I'm also immediately planning a standardization and organization meeting for the artists, especially for pipeline. We're still figuring out style and pipeline conflicts and my goal is to remedy that as soon as possible. Luckily, I don't have anything planned other than homework for this weekend, so this will be my main concern.
Pause menu background
Total Hours: 6.5 hours
The UI design looks cute! I'm proud of it.
There was some communication gap that happened between the artists. We are going to have a meeting to polish it out.
Finish human animations
Total Hours: 7 1/2 hours
I had a firm direction to move in this week and a better idea of what I needed to do. I got done most of what I planned to do this week despite the ghost changes. Even if the animations are not ideal this week, the animations give us a base to discuss and improve upon in the upcoming weeks.
I couldn't for the life of me decide upon a movement animation. I scrapped 2 basic animations already and I haven't gotten a feel for how we want the ghost's basic movement to look like. We want to do a choppy animation style, and I am not sure how that will look. The most detailed version of the ghost is also an option to animate but would probably take twice as long.
Fine tuning the previous set of animations, and creating the spook animation and the scared animation. Also exploring the other animations that we will need in the future.
Total Hours: 6.5
Able to change the layout of the level to better suit a tutorial and have it make sense progression-wise. Started on some bonus stuff in-engine to relieve a bit of work from the programmers.
Unable to use the sticker outline style in the way we wanted too. I need to figure out what actually defines something as an interactable versus a secondary object. Ex. the fan and the plug.
Help Lange finish out the environment assets for the first level