Tuesday, October 29, 2013

Sprint 13: One More Time

Task
Completion
(Yes/ No)
Name
Pause-menu and GUI
Yes
Tejas (Producer)
Sounds: Menu sounds (button clicks, audio feedback for selection)
Yes
James
Asset placement (AI, prefabs, path-finding nodes) in “rainforest map”
Yes
Kevin
Begin work on the bare-bones tiger model in Mudbox
Yes
Matt
Updated: (TYPE DATE THAT COMPLETION COLUMN WAS EDITED)

Milestones

Date
Task Desired
On Track?
10/8 - T
·          Work on improving the FPS in Unity
·          Work on environment sound (water sound) and bear sounds such as (roaring, stomping, walking, slashing)
·          Work on level design (maps and sketches of the desired level) This will be converted to the Unity File after finalization
·         Improve bear model and make it into an FBX file
Yes
10/10 - TH
·         Continue Game Mechanics
·          Have a prototype built ready for play testing for bugs
·          Have at least one character active
·         Make sounds and actions co-exist
·         Have a very clear game mechanics and instruction list
Character still needs tweeks, began working on sounds and actions co-existing
10/15 - T
·         Begin working on character two and or minions
·          Start thinking about animations of characters and idle movements
·          Have art environment really start coming through
Behind on character develop due to lack of skill. New model produced today. 


Art Environment is excelling

10/17 - TH
·         Begin implementation of 2nd character and have minions for polar bear function
·          Start working on technical aspects such as attacking and defending
·          Have the environment of game look more realistic and allow the character art to co-exist in it
·         Have all sound effects for every movement complete by this date

10/22 - T
·         Have rough draft of 2nd character complete
·          Place prototype of character two in the game with the mechanics of the bear
·          Begin crafting environment for human interaction
·         Start considering art and navigation for menu, title scree, and every action movement of characters

10/24 - TH
·         Have modified and final version of human and save to a FBX format for unity
·          Have a prototype ready for playtest that incorporates both characters
·          Assign sound affects properly to every movement and character
·         First draft of interface is up

10/29 - T
·         After tweaking interface, have final version of interface, menu, and icon development
·          Completion of all sounds correlating to movement
·          Finalize environment for each character
·         Develop a universal base that each can share. (this will be divided into two bases if time allows us to do so)

10/31 - TH
·         Characters are complete as well as sounds, interface and controls
·          Have a rough/ final base for either one character or both
·          Have a scoring system implemented and allow for one side to win
·         Have version 1 of game complete.



The Lens of Inner Contradiction
           
What is the purpose of our game?

The purpose of our game is to inform players of the hazards of global warming and all of its side effects. Instead of being very serious in tone about this issue, we took the route of exaggeration. Obviously polar bears will not be fighting humans but for shock value and the concept, we feel we can adequately attract and audience, inform them and make them have fun at the same time.


What are the purposes of each subsystem in my game?

All of our games subsystems are in place to make the game a more unified experience. We do not want the game to feel its gets to serious or to over the top. Adding humor with over the top gameplay, and combining that with a serious issue like global warming sparks somewhat of an interesting controversy.


Is there anything at all in my game that contradicts these purposes?

The game itself contradicts the seriousness of the issues it is trying to bring about, however that was the intention from the beginning.

If so, how can I change that? 

We do not want to change that problem.

Lens of Nameless Quality

Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive?

The environment which players will be placed into is very open. The game feels alive because of the large, natural looking environment. The land is barren however, the colors scheme does not breathe life into the game. More additions to the environment adding plant life and having wind like effects would make our game more lively.


Which of Alexander's fifteen qualities does my design have?


Our game has the quality of simplicity and inner calm. This is most notable in the games feel and tone. The color scheme is very simple, but very polished at the same time. We would also like to have non-separateness since our games characters and themes stem heavily from the environments. We don’t want to throw something into the game that wouldn’t fit in with its surroundings.

Could it have more of them, somehow?

Simply put, yes. Our game could have more qualities but these qualities would require additional gameplay mechanics, which need time to crafted and placed into our game. If we have time to add such qualities, we will try to implement them.

Where does my design feel like my self?

Everywhere, my team and I have created the game from scratch so I feel the game reflects the work and feelings of everyone has worked on the game.

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