17/4 Day Twenty-Three Of Game Project 2
I had a headache today that kept pushing against my right eye and I'm not really sure why. I sleep well, take regular breaks and have a stable morning routine and even avoid coffee. Could be stress creeping up on me.
We made some significant progress today, though.
The programmers had a bit of trouble figuring out a weird bug with the enemy, where the navmesh was completely unusable no matter what you did with it. It turned out to be a bug with the in-house engine itself and the problem was resolved by simplifying the navmeshes as much as possible. We just hope that it will not become a problem in the future.
That aside, they managed to implement a main menu, autosave, Field Of View manipulator and also resolved some bugs.
What I did was mostly walk around and talk to various people (basically explaining, resolving and discussing problems pretty much), write down feedback that playtesters provided and also use the new placeholder assets to build up puzzle mockups in Maya. At the end of the day I managed to at least build up one of the puzzles. My co-designer did the same, and managed to finish up some of the mockups for the puzzles.
Two of the ones trying out our puzzle complained on the controls of the game and wished thought them to be clunky. I'm sure I will sound biased for writing this, but I don't think so myself. But still, since 2 out of 3 people deemed the controls clunky, it cannot be easily ignored. We will have to see what we can do about that.
Tomorrow, one of our artists and the other designer has the day off, so we will have to prepare everything for the sprint review ourselves for the Tuesday next week. We definitely have things to show, as we have worked hard this week. We think that it will be enough for the teachers to give us a pat on the back.
If we keep up working as we do now, we will definitely finish the game in no time at all.
That is all I had to share today!
// Samuel K.
We made some significant progress today, though.
The programmers had a bit of trouble figuring out a weird bug with the enemy, where the navmesh was completely unusable no matter what you did with it. It turned out to be a bug with the in-house engine itself and the problem was resolved by simplifying the navmeshes as much as possible. We just hope that it will not become a problem in the future.
That aside, they managed to implement a main menu, autosave, Field Of View manipulator and also resolved some bugs.
What I did was mostly walk around and talk to various people (basically explaining, resolving and discussing problems pretty much), write down feedback that playtesters provided and also use the new placeholder assets to build up puzzle mockups in Maya. At the end of the day I managed to at least build up one of the puzzles. My co-designer did the same, and managed to finish up some of the mockups for the puzzles.
Two of the ones trying out our puzzle complained on the controls of the game and wished thought them to be clunky. I'm sure I will sound biased for writing this, but I don't think so myself. But still, since 2 out of 3 people deemed the controls clunky, it cannot be easily ignored. We will have to see what we can do about that.
Tomorrow, one of our artists and the other designer has the day off, so we will have to prepare everything for the sprint review ourselves for the Tuesday next week. We definitely have things to show, as we have worked hard this week. We think that it will be enough for the teachers to give us a pat on the back.
If we keep up working as we do now, we will definitely finish the game in no time at all.
That is all I had to share today!
// Samuel K.
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