Total Hours: 8
Got a more cohesive level design finalized
There is still some miscommunication and trouble with who is working on what assets, as well as communication/time management.
Finish level 1, Conceptualize and start level 2.
Total Hours: 8.5 hours
Me and Rush did a great job refactoring our interactable objects - our interaction code is much more generalized now, which makes building levels easier. Our electronics are especially generalized, which allows us to reuse code for both the fan (an electronic plugged into the wall) and the roomba (a remote electronic that doesn't depend on a power source).
We apparently had another git explosion the night before class at 3 AM. It wasn't as bad as last time where we were working on separate branches and lost a bunch of work, but it did set us back a small bit and cause a mini panic. I was asleep when it happened so I can't speak to it much, but it seems like the team handled it well.
I still didn't get a chance to script Nazifa's animations, which is disappointing, but hopefully next week will be focused on the human's functionality so I can get to that. I also didn't get a chance to work on the UI at all, so that'll be kicked down the road to next week.
Next week should be focused on getting the human to perform actions, producing an android build, and implementing more of our interactable objects into the game (as well as polishing existing ones). Also implementing the pause menu.
Total Hours: ~7 hours
--While hiccups are inevitable, the new system is so far much cleaner and simpler.
--Camera went from needing a two-room layout to being able to handle any number of rooms properly.
--The three-room layout is far preferable; while some action takes place off screen, everything feels less cluttered (and the two-room system had an equally hard time displaying consequences for the user too).
--Git management is still not wholly nailed down. Miniature gitpocolypse occured at 4am
--I am spending too much time creating animations from sprite sheets, when our group distribution is dangerously low on Programmers to begin with.
--Finish Roomba logic.
--Finish New First Level logic so it is end-to-end playable.
Total Hours: 9.5 hours
We had a team meeting mainly focused around level design, and it went successful for the most part. I also re-iterated the importance of updating the revision history of the GDD as anyone finished updating it as well as placement of assets documents and sprites (PSDs and PNGs). This week was hectic in trying to pump out quality assets, but I got the designs down for the most important things in the game, Hatto and the Human. I created three views for each of them for the art team to get a sense of how the animation will appear. I also created some counter and saltshaker designs that could be reminiscent of the retro style, but it seems that I need to approach a more Googie-like style. I also filled in what I left empty in the Game Design Document as I've been meaning to write it up and done for the first revision to be submitted.
Designs of Hatto and the Human took more time than I expected, but I guess it's for the better as they both need special attention to their design. There was a hiccup in design interpretation and James re-designed my re-design of Hatto to better fit some animation style, but I disagree, and we will need to fix that. I also received some backlash in creating a playtest survey that consisted of about 40 questions, and while the requirement was about 20 questions, I believe that those 40 unique questions were good to derive as much information about the current state of our game as posssible, however, my teammates disagree. Guess we'll have to agree to disagree in this aspect.
I will be continuing to work on re-designing any assets that need to be re-designed for the new state of the game in its appropriate style and aesthetic. I will be working with the programming team to instill a team member who is comfortable with implementing our art assets into the game project itself. Finally, as always, I will be working out any shortcomings with my team and/or the game in the production of assets. I believe that in the coming weeks, my role in developing concepts will slowly diminish as the project becomes more and more fleshed out and I will possibly take up the mantle of being the implementer or helping the other artists with producing their assets.
Total Hours:
People liked my level design! I was really happy that my slight addiction to mobile games kinda paid off somehow.
I thought that the fact that I made those animations would help but oh boy was I wrong. It still took a long time to get it just right since I'm still inexperienced on drawing on a tablet and using photoshop as a drawing tool.
Total Hours: 7 hours
I like the redesign that I made. It gives me more freedom and it looks a lot better than the previous version. I added shadows that give it more depth and this design should be relatively easy to animate properly. I spent a lot of time working on a redesign this week so I hope this goes through.
I changed the redesign that our art lead did. He did spend a bit of time on it so he might be a little mad at me. I also basically scrapped two designs this week so I did spend a long time with art that won't be in the game.
Hopefully this week I will get the green light to animate. I really need to animate so I can iterate. It getting a little scary with how late it is and how I don't have an approved model yet.
Total Hours: 7.5 hours
Once I was able to actually start working, I got a lot done. I was able to pump out a good deal fo filler assets as well as reworks to current ones. In-engine work didn't almost fail catastrophically this time and I was able to get all of my stuff in and working.
I missed our weekly meeting which left me in the dark a little especially about how our level redesign was going to work. This was a bit hard to work around but I think I still did pretty well considering.
Help Drew out with the UI. Rework any assets from critique. More filler assets. Other polish content.