9/4 Day Sixteen/Seventeen Of Game Project 2

I did not write any blog post yesterday, since I have to confess that I completely forgot about it. Here comes a quick summary of yesterdays events however:

I went to school early to remedy some faults that was present in the level I created specifically for the presentation, and managed to fix them on time, despite of some hard-coded bugs. In the end, the presentation went relatively smoothly. We did get some criticism that we could have put in more information into the presentation, so we will keep that in mind for next time. They also wanted us to show more of the puzzles that we are going to have in the game. All in all, the teachers seemed satisfied with our work with the game and that we seemed to be on schedule as of right now.

During the weekend, there had been some trouble with getting our computers to work, which sadly meant that we could not do any substantial work for the entire day. We mostly just took it easy and did what we could with our current position. We did have an hour long meeting held in the afternoon however, where we discussed general uncertainties we had as a group. This meeting felt extremely important, and I think we all felt a little bit more at ease after having it.

After the meeting, most of us went home an hour earlier since there was not much work that could be done today anyway.

Which brings us to today. Today our computers worked, but they lacked a certain licence, which is essential for playtesting. For this reson, I worked entirely on building up the level design mockup in Maya, which I managed to complete before the end of the day. Picture of this down below. I also helped out my co-designer a bit to show her how importing world files into the game and level design using script files worked.

Despite the setback, our group seems to be going strong and maintain a positive outlook for our game. As soon as everything is up and running again, we will be able to work full speed once again.

That's my rant for today.

Have a good one!

// Samuel K.



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