Monday, October 21, 2013
Week 5 Progress
After finally reorganizing the backlog and sprint document, I think seeing the progress of our work has been greatly increased. As an overview for the programming part of the project, Alex has been working on the tether codes on Processing in order to get help from Mr. Altman. As of our last scrum meeting, he said that he is done with the processing stage and is now including the code into unity. Since he is our only programmer right now, it has been a great challenge for us to establish a lot of the Game Design Document, but Nicole has been gracious enough to go in and fill some of the gaps for the rest of the group members by typing into the Game Design Document. We have our tech spread sheet, asset list, and also a pipeline guideline up, but they are still missing some documentation, so that needs to be updated by me (Tian). Because of our established asset list, our concept artists can go in and start working on drawing details out for each of the assets according to their level of priority. Again we would like to work and keep working, but we also need to take into consideration of what needs to be done for week 7 and then also for week 10 which is the end of the quarter. Our creature concepts are almost done! Our main character who is an Ozark (race) has 3 stages of corruption, so one of our concept artists went in and did concept art for the character. We have another concept artist who is working on the creature designs and is taking the boss design from the other concept artist and doing it in her style since it fits the environment better. Our Sound Artist has been sharing with us during our class meetings some interesting sound effects that he has been collecting for his library, so we will have sound for our game! We are currently on backlog #2, which I have established a lot of our goals to be prioritized on getting the mechanics working on unity since we need them for playtesting on week 7. Our level designer is also our programmer, so they are packed with work currently and we are trying out best to help that person out. Level modules were created so the group could see what kind of puzzles are being added into the game, while also the level designer has gone in and did a whole packet research on what other platformers have done to see what is successful and what is not. We have established a bunch of ideas to one core idea, so now it is a lot of just labor work on our side to get things fleshed out for preparation for our 2nd quarter. We have 2 other modelers including me. They have been doing a bunch of research to help with modular asset building and also optimization, which is really important with keeping a low polycount on unity, so it wouldn't cram up the game with too much memory. I have given them the task to do test modular pieces for the actual platforms since they are super important to the scale and structure of the level.
I will post a progress for this upcoming week! Stay tuned!
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