Right now I'm attempting to go through the essential game play mechanics that define our game concept. I managed to get a few things working already, and if this pace keeps up, I'll hopefully be able to do a few of the extra things I wanted to add later.
Right now, my milestone goals seem good. I am worried about the moving platforms because I've never touched that code before, so that I'll be getting started on ASAP.
In order to make our "polyps" work properly, I've had to change the coding approach and make it more of a enemy instead of a door.
Most of the work has been done inside class, or in the few hours I spend sitting there before moving to a different classroom, but I brainstorm and roll ideas constantly off Jordan(texting or talking). I have the software at home but havent had a defined concept to work from until just recently.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
I've got all the basic mechanics working now, including the moving platforms that we need. I’m relieved because I was worried that the moving platforms were going to kick my butt. I do still need to make the "suck in" zones and the "teleport" triggers, but I'm glad to have the moving platforms out of the way.
Did I change my (project) milestone goals? If so, why?
I haven’t changed my project milestones, BUT I am worried that the "little" stuff that cleans the game up, will take longer then I expect. By that I mean the splash screens, the swapping out of the weapons... etc... The programming that isn’t essential to the mechanics but IS essential to make the game look good.
How did I deal with the problems that came up?
For some reason, I could NOT figure out how to get the moving platforms to work all day yesterday. I looked at the example mission, and then tried to replicate it in my mission, and it still wouldn’t work. So finally, I just decided to copy the code from the .mis file in the example mission, and add it to mine. IT WORKED, all I had to do then was edit the code so that my mission had it in the right spot.
What is working and what is not working in the planning and implementation of the (project)?
I am having trouble getting my "polyps" to stay put. I increased the mass so that the polyps wouldn’t go flying when they get hit by a projectile, but then they slide down the hill super fast. So to negate that I increased the friction so that they wouldn’t slide at all, and they're still going bobsledding. Seeing as the polyps are going to be the "key" to completing the level, it really needs to be fixed, and I'm not sure exactly how to do it.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
Over the past week I've been spending much more time then the week prior. Sunday I found out that I had copied the WRONG folders when I left class last Thursday so I had to redo some of the simple code, and spent an hour or two trying to get caught up. Then I spent two to three hours on Tuesday working on the programming. Then Wednesday night I was up until 2am working on the stuff I was stuck on. Then again on Thursday I spent a good three to four hours working on the code.
Jordan and I still converse quite a bit outside of class on basic ideas, because he wants to come up with a "new idea" and I have to decide if I think I can program it in a reasonable amount of time. Perry and I have also been talking a bit on Facebook while working from home.
Evaluate the (project) as a whole including team members, if applicable
So far I think the project is coming along good. I really want to see the finished map so we can start putting everything in, but I'm just impatient. That’s not until milestone 3. Scott and Perry seem to be rolling along nicely on their assets, and Jordan has a pretty cool level map going.
All in all, I think we are moving along pretty well.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
We are approaching the final stretch. The game play mechanics are all finished. The only thing left to program would be the assets, and adding the DTS file paths will be easy. I would love to have extra time to play test and refine mechanics, but I don’t see that happening too soon.
Did I change my (project) milestone goals? If so, why?
No, I left my milestone goals alone. I was afraid that I might not hit them, but I spent some long hours on off days to make sure I hit them.
How did I deal with the problems that came up?
I constantly check the Garage Games forums, and post my problems I run into often. The mechanics I was required to make weren’t exactly hard to program though. I did have to modify a lot of old code to make it fit, and work for our purposes, but the programming was fairly simple.
What is working and what is not working in the planning and implementation of the (project)?
I am, and always have been terrible with scope. I know how to pseudo code everything, but always have trouble if I have to figure out syntax for something new. Most of the "working vs. not working" battle will be fought when mechanics are actually put into the level and tested.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
I have spent excessive amounts of time this week trying to get my final mechanics working. In past classes, I failed to get an "AITalk" working. So when I had to make it work in our game here, I spent hours and hours trying to understand the code so I could modify it. I also spent quite a few hours simply modifying the interface.
Evaluate the (project) as a whole including team members, if applicable
The team still seems to be working quite well. I don’t have to do much till the level is completely blocked out, and then I can start putting the triggers and such in place. I get to wait a few for some assets and etc to apply my mechanics to.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
We have finished, presented and turned in the first version of "Exit The Dragon", and I must say it turned out MUCH BETTER then I thought it was going to. There is one issue I want to address, and that is the "fake" boss fight.
Did I change my (project) milestone goals? If so, why?
I don’t think our milestone goals ever changed through out the entire project. We set up good milestones; we just needed to plan the steps in between them a bit better.
How did I deal with the problems that came up?
At the beginning of the project, I was constantly checking garage games for tips and hints. I messaged back and forth with Jake Callery, who built our version of the engine. And I would do what I could to try to find the solution. As the game started to get flushed out, the coding became more and more simple. I understood why, what and where everything was happening.
Our group ended up mixing roles back and forth. When things weren’t working, or were in need of being fixed, we switched to take care of whatever it was.
What is working and what is not working in the planning and implementation of the (project)?
Our game was completely working by the time we turned it on with the exception of the final boss fight.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
All base mechanics and programming was done as of milestone 3. So I didn't have to do much work until the assets and level were done so we could start testing and fixing mechanics as they were broken. Jordan and I stayed extra late a night or two, and then the night before the game was due, Jordan, Scott and I worked from nearly 3 pm till about 5am before we called it quits.
Evaluate the (project) as a whole including team members, if applicable.
Last night, or this morning rather, at 5am when we finally saved our final version of the game, I was DONE. My head hurt, my stomach hurt, blah blah blah... I just wanted to NOT look at a computer screen anymore. Well this morning before burning the game to a disc, Scott put in some extra asset placement and a little programming, and Jordan showed up with a few changed to the lights and a few pathing issues too. When we presented, I was very impressed with how it turned out.
Even with all the stress that came with the work, I'm very glad that we did what we did. For a 5 week project, I think we exceeded what we should have done.
Right now I'm attempting to go through the essential game play mechanics that define our game concept. I managed to get a few things working already, and if this pace keeps up, I'll hopefully be able to do a few of the extra things I wanted to add later.
ReplyDeleteRight now, my milestone goals seem good. I am worried about the moving platforms because I've never touched that code before, so that I'll be getting started on ASAP.
In order to make our "polyps" work properly, I've had to change the coding approach and make it more of a enemy instead of a door.
Most of the work has been done inside class, or in the few hours I spend sitting there before moving to a different classroom, but I brainstorm and roll ideas constantly off Jordan(texting or talking). I have the software at home but havent had a defined concept to work from until just recently.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
ReplyDeleteI've got all the basic mechanics working now, including the moving platforms that we need. I’m relieved because I was worried that the moving platforms were going to kick my butt. I do still need to make the "suck in" zones and the "teleport" triggers, but I'm glad to have the moving platforms out of the way.
Did I change my (project) milestone goals? If so, why?
I haven’t changed my project milestones, BUT I am worried that the "little" stuff that cleans the game up, will take longer then I expect. By that I mean the splash screens, the swapping out of the weapons... etc... The programming that isn’t essential to the mechanics but IS essential to make the game look good.
How did I deal with the problems that came up?
For some reason, I could NOT figure out how to get the moving platforms to work all day yesterday. I looked at the example mission, and then tried to replicate it in my mission, and it still wouldn’t work. So finally, I just decided to copy the code from the .mis file in the example mission, and add it to mine. IT WORKED, all I had to do then was edit the code so that my mission had it in the right spot.
What is working and what is not working in the planning and implementation of the (project)?
I am having trouble getting my "polyps" to stay put. I increased the mass so that the polyps wouldn’t go flying when they get hit by a projectile, but then they slide down the hill super fast. So to negate that I increased the friction so that they wouldn’t slide at all, and they're still going bobsledding. Seeing as the polyps are going to be the "key" to completing the level, it really needs to be fixed, and I'm not sure exactly how to do it.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
Over the past week I've been spending much more time then the week prior. Sunday I found out that I had copied the WRONG folders when I left class last Thursday so I had to redo some of the simple code, and spent an hour or two trying to get caught up. Then I spent two to three hours on Tuesday working on the programming. Then Wednesday night I was up until 2am working on the stuff I was stuck on. Then again on Thursday I spent a good three to four hours working on the code.
Jordan and I still converse quite a bit outside of class on basic ideas, because he wants to come up with a "new idea" and I have to decide if I think I can program it in a reasonable amount of time. Perry and I have also been talking a bit on Facebook while working from home.
Evaluate the (project) as a whole including team members, if applicable
So far I think the project is coming along good. I really want to see the finished map so we can start putting everything in, but I'm just impatient. That’s not until milestone 3. Scott and Perry seem to be rolling along nicely on their assets, and Jordan has a pretty cool level map going.
All in all, I think we are moving along pretty well.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
ReplyDeleteWe are approaching the final stretch. The game play mechanics are all finished. The only thing left to program would be the assets, and adding the DTS file paths will be easy. I would love to have extra time to play test and refine mechanics, but I don’t see that happening too soon.
Did I change my (project) milestone goals? If so, why?
No, I left my milestone goals alone. I was afraid that I might not hit them, but I spent some long hours on off days to make sure I hit them.
How did I deal with the problems that came up?
I constantly check the Garage Games forums, and post my problems I run into often. The mechanics I was required to make weren’t exactly hard to program though. I did have to modify a lot of old code to make it fit, and work for our purposes, but the programming was fairly simple.
What is working and what is not working in the planning and implementation of the (project)?
I am, and always have been terrible with scope. I know how to pseudo code everything, but always have trouble if I have to figure out syntax for something new. Most of the "working vs. not working" battle will be fought when mechanics are actually put into the level and tested.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
I have spent excessive amounts of time this week trying to get my final mechanics working. In past classes, I failed to get an "AITalk" working. So when I had to make it work in our game here, I spent hours and hours trying to understand the code so I could modify it. I also spent quite a few hours simply modifying the interface.
Evaluate the (project) as a whole including team members, if applicable
The team still seems to be working quite well. I don’t have to do much till the level is completely blocked out, and then I can start putting the triggers and such in place. I get to wait a few for some assets and etc to apply my mechanics to.
What stages of the (project) am I on and how is it progressing? How or what could I improve?
ReplyDeleteWe have finished, presented and turned in the first version of "Exit The Dragon", and I must say it turned out MUCH BETTER then I thought it was going to. There is one issue I want to address, and that is the "fake" boss fight.
Did I change my (project) milestone goals? If so, why?
I don’t think our milestone goals ever changed through out the entire project. We set up good milestones; we just needed to plan the steps in between them a bit better.
How did I deal with the problems that came up?
At the beginning of the project, I was constantly checking garage games for tips and hints. I messaged back and forth with Jake Callery, who built our version of the engine. And I would do what I could to try to find the solution. As the game started to get flushed out, the coding became more and more simple. I understood why, what and where everything was happening.
Our group ended up mixing roles back and forth. When things weren’t working, or were in need of being fixed, we switched to take care of whatever it was.
What is working and what is not working in the planning and implementation of the (project)?
Our game was completely working by the time we turned it on with the exception of the final boss fight.
Briefly describe your time spent and any problems (within the team, with a computer, etc)
All base mechanics and programming was done as of milestone 3. So I didn't have to do much work until the assets and level were done so we could start testing and fixing mechanics as they were broken. Jordan and I stayed extra late a night or two, and then the night before the game was due, Jordan, Scott and I worked from nearly 3 pm till about 5am before we called it quits.
Evaluate the (project) as a whole including team members, if applicable.
Last night, or this morning rather, at 5am when we finally saved our final version of the game, I was DONE. My head hurt, my stomach hurt, blah blah blah... I just wanted to NOT look at a computer screen anymore. Well this morning before burning the game to a disc, Scott put in some extra asset placement and a little programming, and Jordan showed up with a few changed to the lights and a few pathing issues too. When we presented, I was very impressed with how it turned out.
Even with all the stress that came with the work, I'm very glad that we did what we did. For a 5 week project, I think we exceeded what we should have done.