Today was the last crunch day. We worked hard and slowly everyone started to finish their work. All of the models were textured, animated, and implemented. All the code was looked over and fixed. We resolved all of those pesky merge conflicts. Then finally we brought in all of the lovely sounds. Play Here: The End and Reflection:Overall our game came out a bit chaotic but that's the spirit of the jam! We did our best for the time given and we learned a ton along the way. I sat down with my team and we had a moment of reflection. What could we have done differently? What could we have improved upon? Many of us felt a sense of confusion while we were developing. This was mainly due to lack of clear communication and lack of clear vision on the final product. One of our programmers also suggested that we should do more paired programming. Another flaw we saw was where files were. Many people didn't understand the file organization which led to more confusion. We also had a ridiculous amount of Unity folders. This made it harder to find certain assets. Despite this, in the end we worked really well together! We created a game. For many of us it was the first time we took part in a game jam and it won't be the last!
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3D Art:Our 3D artists, Tanner, Nick, and Wilson, have been working on textures and quad drawing our characters so that Unity could run them well. All sorts of assets were also made such as: The Egg, The Soldier Character, An Improved Shangwengela, The Queen, all the weapons, accessories for The Shenagwengela and the textures for all of them. They used Maya, ZBrush, Substance Painter, and Substance Designer. Tanner was also rigging and animating but we decided to resort to Mixamo as we has a very large list of animations that we needed to do. 2D Art/UI:Penny and Sage have been hard at work on the UI! Tons of Photoshop, Illustrator and Unity. By the end of the day we already had some buttons in Unity and UI was nearly done. Penny also created swatches. Just some splash screens left. Sound:
Ben, our sound engineer, has also been hard at work he Hive, War, and a Spy theme. He brought instruments in an everything! Engineering:Our Engineers have been working on improving each mini game. Peter have been working to fix all the issues with the spy scene, Hayden has been working on the builder scene, and Joe has been improving the AI in the war scene. Joe has also been working with Tanner to implement animations and parent weapons to the animations. Ethan has been working on the scavenger mini game. His biggest challenge has been to make the player aware that the Junkyard (where the scavenger mini game takes place) has reset so they can collect more supplies without text. Production:Lucas (me) has created a system a system for files. All files that are not considered complete are uploaded to the Trello and then the complete files get on google drive so they are easily accessible. I also have been helping art a bit to make sure that the art team’s development can run smoothly. I also have been announcing major tasks and goals for the day so that everyone is on the same page. Sage has been overlooking the UI system development.
Battle Grunt:"I went on Pinterest and found some really funny little creatures. I then used this as inspiration to create the base grunt you see.” -Nick Dimitri Camera, Movement, switching:“With my teammates help I created a movement script, a block spawning scripted, and a character switcher script. The camera was a real challenge. I learned about Cinemachine which is a component in Unity that allows better camera motion.” -Ethan Bowen Paper Prototyping:“We need to make a clear way for people to know how to win without any language. So we oped for navigating using icons rather than words. The player will have clearly marked objectives and goals to help them win.” -Peter Velasquez, Sage Severson, and Hayden Matthews AI:“I worked on AI. They shoot each other with snowballs and you can change their stats while they are fighting. Next I’ll be working on the melee AI.” -Joseph Moule Quad Draw and Art Pipeline:“I have been directing the art and finding out what the designers want. I've been de-resing the Battle Grunt model out of ZBrush. Making sure the art pipeline is going well. I've also made updates to our Battle Grunt to make it easier to animate.” -Tanner Brown The "Bad Guys":“I’ve been working on the ‘Bad Guys’. We changed our overall look quite a bit. Space marines, mech, all that sort of thing.” -Wilson Liu Logos:“First I took the name and I had to understand it. We wanted something to make a crunch. I thought of the different ways that could be done and drew 3 different sketches. I really like the idea of a cookie because it makes a nice crunch sound. Then, using the idea of working through the night I thought maybe there a bite out of the moon. This played on the crunch of game jam and our game’s theme.” -Penny Kite Junkyard Theme:“I took a concept from one of our other pitches and made the theme out of that. I really wanted to keep the pacing of the song fast. When it comes to the harmony i really love a brassy sound. I took a lot of inspiration from Alien Hominid. I loved the weird sounds they would have in the background occasionally. So I added some bass guitar and electric to make some really cool sounds.” -Ben Fellows Production and Trello:“I worked on helping my team organize and sort out their tasks on Trello. I’ve been writing this post as well. I really want to make sure that my team has everything they need to work well and shine together.”
-Lucas Chatwin |