23/4 Day Twenty-Five Of Game Project 2
Today marked the end of the holidays as we all returned to work on the project once again. Even though most of us had made sure to enjoy it and rest up during that time, we all showed signs of lethargy. One even suffered from a migraine throughout the day while another stayed home because of a soar throat. However, our workflow for the day was not too diminished as we actually got significant work done at the end of the day.
I arrived early today as I wanted to prepare for the Sprint Review meeting at the start of the day. funnily enough though, I could not do much since I was dependent on having my programmers to fix the lighting in the level before I could do anything. We were the last group to hold the presentation however, so we had no problem in addressing all of the problems in time before presenting the game.
The teachers seemed very satisfied with our results thus far, but they did have some concerns mainly towards the artist department as they would have expected more art to be present in the game. We will try to do our best to fill the game with as much art as possible until next week, but as the focus as of now is mainly to get all of the puzzles working, the art may have to suffer some delay.
I worked the whole day looking for bugs and playing around with one of the puzzle rooms that is almost ready for playtesting, which is called the Hexagon Room. I also participated in some heated discussions regarding problems with this particular room, but also the controls and the UI of the game. We now have a better grasp of what problems we have to deal with and we had to prioritise them in order to not get carried away. We made sure to address all of the problems, but some we have no choice but to postpone. the most important thing is that we are aware of them and that we have potential fixes that does not require a huge amount of time form our workforce.
There were only two programmers today, and since the other had migraine, not much practical work was thoroughly done today. We will all have one of those days, that is to be expected. The programmer working with the pathfinding and AI however, did manage to progress by solving some bugs realting to it. Now the enemy follows the player character as intended. He can now go on to work on more advanced work regarding it, which is a huge stepping stone for us.
The artists are still working hard on making UI, VFX, characters and level building. Since our animator had the day off today however, not much progress was made with the animation, but since he is a bit ahead of schedule anyways, it should not be a problem.
That is all I wanted to share!
Take care now!
// Samuel K.
I arrived early today as I wanted to prepare for the Sprint Review meeting at the start of the day. funnily enough though, I could not do much since I was dependent on having my programmers to fix the lighting in the level before I could do anything. We were the last group to hold the presentation however, so we had no problem in addressing all of the problems in time before presenting the game.
The teachers seemed very satisfied with our results thus far, but they did have some concerns mainly towards the artist department as they would have expected more art to be present in the game. We will try to do our best to fill the game with as much art as possible until next week, but as the focus as of now is mainly to get all of the puzzles working, the art may have to suffer some delay.
I worked the whole day looking for bugs and playing around with one of the puzzle rooms that is almost ready for playtesting, which is called the Hexagon Room. I also participated in some heated discussions regarding problems with this particular room, but also the controls and the UI of the game. We now have a better grasp of what problems we have to deal with and we had to prioritise them in order to not get carried away. We made sure to address all of the problems, but some we have no choice but to postpone. the most important thing is that we are aware of them and that we have potential fixes that does not require a huge amount of time form our workforce.
There were only two programmers today, and since the other had migraine, not much practical work was thoroughly done today. We will all have one of those days, that is to be expected. The programmer working with the pathfinding and AI however, did manage to progress by solving some bugs realting to it. Now the enemy follows the player character as intended. He can now go on to work on more advanced work regarding it, which is a huge stepping stone for us.
The artists are still working hard on making UI, VFX, characters and level building. Since our animator had the day off today however, not much progress was made with the animation, but since he is a bit ahead of schedule anyways, it should not be a problem.
That is all I wanted to share!
Take care now!
// Samuel K.
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