Week 1: Concepting and Ideation
Main focus of week one was getting something down and solidifying what we we're going to do for the rest of the term. We had a ton of meeting and a lot of discord convos. Mainly work on keeping up those convos and creating player view UI.
Concept for pilot View and ui with move selection
Button concepts for selecting attack because we wanted an icon + the cost
Week 2: First model Work
This week i did my first mock model. Most of my focus was on design work and getting the game to a state where everyone on the team was on the same page about the game loop.
Week 3: Role Swap/Prod work
This week me and Hyungwoo did a little role exchange. He wanted to work on the player character including the model work etc. so I took on more production work. Organized meeting and got everyone's weekly times down so that I could start planning out our time line for the whole term based on the framework Emma laid out. Organized a couple meetings with the art and programming team to get whos working on what for the week and started mech model.
Week 4: Model finish and Textured
Main took the week to catch up on modeling and texturing with every UV.
Week 5: Mech Redesign And Rigged
Week 6: Monster Model
Week 7: Fixes anims
This week I mainly spent time finding good angles to hold our mech during poses so that we could get nice level layouts that work. I found that hard 90 45 and 60 angles felt better for platformer and adjust our temp anims around that.
Week 8: Mech ReRig and Anims
The current rig was having tons of issue with how the mech was supposed to animate and match with Hyungwoo's verlet system so I had to rerig but after a couple tries I was able to get it working in engine.
I wanted to exaggerate the limbs to give the mech more range as well as make it look a bit more cartoonish. Sadly the verlet snaps the bones fairly closely so that exaggeration gets lost.
Week 9: Monster Rig
Monster went way smoother after expierence with the mech.
Week 10: Monster Anims and port to engine
Encountered some sizing issues with the monster so he was scaled down a bit but anims we're lining up fine.
Week 11: Everything in
Like the title says this week was getting ever asset in and testing all of them with the system at play.
Week 12: Fixes
Tons of issue and bugs popped up with scaling and animation so majority of the week was spent on that. Some anims wouldn't connect so I edited those also added death anims for both mech and monster.
Term 2 Week 1: New Start
We as a team had a pivot from vs AI to Player v Player. Was a big change but ment overall less work for me to do.
Term 2 Week 2: New Anims
Anims we're often in weird positions for the mech and didn't feel "robotic". So I made new ones.
Term 2 Week 3: Touch Ups
Spent the week working on touched up textures for the mech trying to sell the height of the mech.
Term 2 Week 4: Mech 2 Start
Mech 2 was design to be a lot more angular in comparison to the first mech. Also features a canon and other trinkets to allow for more moves down the line
Term 2 Week 5: Misc
Lot of clean up this week nothing major though
Term 2 Week 6: Parts manager
We wanted a new parts system so I tested a method of gathering all prefabbed parts and created it and passed it to hyungwoo who iterated and expanded upon it.
Term 2 Week 7: fixes and errors
Week was mainly spent fixing up some stuff like parts issues. Also created a p2 mech color to make it easier to tell which mech you are.
Term 2 Week 8: Testing and new Anims
Week was mainly spent fixing up some stuff like parts issues
Term 2 Week 9: UI
New UI icons for various things around the map
Term 2 Week 10: Testing and clean up
Spent time hooking actions up to the system for gameplay and trying to balance said actions.