Friday, January 15, 2010
Jordon's Post #7
Our goals have changed in that we are now trying to make sure our level is fun and layed out properly by the end of this week. This is so that we can begin to bring in all of our assets which will be the meat of our level.We may even conduct a few extracurricular playtests to get it right.
Some major problems came up this week that needed to be handled right away. First off, Chris' build of the level looked great at first, but when we went into the engine there we a lot of errors. The convex shapes that he put in just screwed everything up. We handled this problem by having both Chris and I try our hand at rebuilding the level. We both came in on Thursday with good builds, but we decided to stick with mine because I added the walkway challenge, jumping challenge, teleporter placeholders, and underground spring.
For the most part people liked the concept of our level as well as the teleporters, walkway, and pitfall challenge. What failed were the patchwork lighting job, the placeholder textures, and MY GOD the jumping challenge. Funny thing, I just remembered why not many shooters have jumping challenges. THEY SUCK!!! They are a total pain to make and plan out for the designer as well as a pain for the player to navigate. I will be getting rid of ours ASAP or making it way shorter using ladders or a mover.
All of Our problems had to do with the game engine so I worked hours on end on Tuesday, Wednesday, and Thursday to fix them. Unreal is a great program, but she is a delicate flower that will crumble before your eyes at the first sign of a PNG or a convex shape.
Our project is going great at this point despite the challenges we faced this week. Our first build is done and now all we need to to this week is refine it. Once that is out of the way we can bring in all of our assets and make our level a thing of beauty. The people in our group who made mistakes (including myself) have owned up to them and we have moved on. I am on edge this week because we will all need to be passing the level around to add assets. I hope nothing goes wrong.
Thursday, January 14, 2010
Lionell Fisher Blog 7
The Final Stretch. We're sooo close to being finish I can taste it. So far its going better than expected. Hopefully we'll be done by Thursday of next week.
o Did I change my (project) milestone goals? If so, why?
The jumping challenge was a flop. So Jordon's gonna change it up "I hope its good".
o How did I deal with the problems that came up?
So far the only problem we came across was the jumping platforms. We as a group came up with ways to fix this problem. And Jordon will choose the best option.
o What is working and what is not working in the planning and implementation of the (project)?
Now that we got some feedback from other people, we know that the lights need work, the flatness of the walls need to be fixed, and the platforms.
o Briefly describe your time spent and any problems (within the team, with a computer, etc)
My time spent was creating the assets for the level. And now I have to put them in the level.
o Evaluate the (project) as a whole including team members, if applicable
The members are great I wouldn't switch them for anyone.
Friday, January 8, 2010
ChrisT. Weary Blog 6
What stages of the project am I on and how is it progressing?
As of now i am tasked with completing the level block in, and for me this is pretty easy. I should be done with it by Sunday depending on the level of distractions around me.
How or what could I improve?
Ignoring most distraction would easily make my work become completed faster, make it look nicer.
Did I change my (project) milestone goals? If so, why?
no none of the thing decided has had any major changes.
How did I deal with the problems that came up?
Considering the fact that block in is pretty straight forward it should not have issue, but the only problem i can for see is this one huge area in the map. But i am the greatest street fighter alive and i think i can deal with that!
What is working and what is not working in the planning and implementation of the (project)?
I am really like the atmosphere in the level so far. All it need is some creepy sound off into the distance and echoing footsteps, but so far nothing is failing on us.
Jordon Davis' Blog #6
At this point our group is working on digging out the level in Unreal. Its hard work, but Chris and I have finished more than half of the dig so far. Chris is about to take the level home for the weekend and finish it. I could improve on getting my models and textures to Chris faster. I say this because we are already almost done digging out our level and Chris has only been supplied with two or three textures to choose from.
Our goals did change slightly because for some odd reason I thought this milestone was due on Tuesday. Now we can take more time and care in digging out our level which is great.
The only problem that came up this week was getting our assets to Chris so that he may work on the level over the weekend. Lionell and I solved this problem by working on half of the level on my computer and then pooling all of our assets, maps, and packages onto Lionell's flashdrive.
Our projects is going smoothly at the moment, but I will have to wait until Tuesday to see what Chris has done. Our team is doing a great job of finishing our assets ahead if time. This is really great for the person who is digging out the level because they can go full speed ahead without having to stop for any reason.
Our biggest problem has been getting all of our ideas to look and feel the way we had originally planed them. When first digging out a level in Unreal it is important to remember that everything will look bland and blockish until you add the models to it. I have finished all of my minor models in 3Ds Max, but I have one major one left. Once I have modeled the walkway for our large open room I will be done with modeling.
All team members are still performing at a high level in my opinion. Barring a few minor confusions our group all seems to be on the same page. I am pleased with the direction our group is headed and I can't wait until Tuesday to see what Chris has come up with.
Thursday, January 7, 2010
Lionell Fisher Blog 6
Creating the assets for the level. It is progressing quite well. I could improve by learning how to export moldels from max to unreal. To help my team.
o Did I change my (project) milestone goals? If so, why?
NO!! everything is still the same.
o How did I deal with the problems that came up?
For now all problems that came up was deal with sheer will power.
o What is working and what is not working in the planning and implementation of the (project)?
The level it self is not working, but Jordon and Chris if fixing it up as I type.
o Briefly describe your time spent and any problems (within the team, with a computer, etc)
My time spen consised of creating walls, vines, and textures "taking a break every now and again".
o Evaluate the (project) as a whole including team members, if applicable
We had some speed bumps but as a team we got through it and is pushing forward.
Tuesday, January 5, 2010
GREAT WORK!
Great work guys!
We have surpassed my expectations. Amanda really liked our art and design doc which I am very thankful for. We all worked very hard these past few weeks and it really paid off. Great Job!
Now the hard part begins. After seeing what we can do on the design doc I am confident we will do a fantastic job.
Friday, January 1, 2010
Happy 2010
Also, happy belated birthday to Chris. Sorry I forgot to post this on your birthday man.