Tuesday, November 20, 2012

Alpha Prioritized To Do List

Here's the comprehensive prioritized list for our team for Alpha. There were some important design aspects that I'm glad I got to cover with the group - Getting the group to communicate on the most important features of our game is important and I'm glad I was able to help keep the team on task.

I'm looking forward to working on the sound design and user interface features in the upcoming sprint.

We have 9 days to get this sprint done. With Thanksgiving break, I think we should realistically have 10 / 14 of the tasks or features complete by next Thursday. It's gonna be close, but I know we can do it.

Ross


Alpha Prioritized To Do List
1.      Level structure : Max
a.       Objectives
b.      Layout
c.       AI storage
d.      Lighting
e.       Set Pieces
                                                               i.      Cemetery
                                                             ii.      Lighthouse
                                                            iii.      Buildings
2.      Collecting System – scrolls with counters, items : ART & CS, Mavin
3.      Animations – 10 different types of movement (done) : ART, Paulo
4.      Parkouring – climb cliffs, shimmy (done) : ART
5.      Ability/Skills – double jump (done), acquire : Blake
6.      Enemy – guard (done) : CS, Ron
7.      Way Points - “Purple lighting” to objectives; markers : Ron
8.      Combat – physical attack, magical attack (done) : Blake
9.      User Interface : James, Ross, Blake
a.       Flow chart
b.      Main Menu, In Game Menu
                                                               i.      Options, 1 Player - Multiplayer, etc.
c.       HUD
d.      Player Log-In
                                                               i.      Programming: Blake
                                                             ii.      Art – Functionality : James
10.  Sound : Ross, Adam
a.       Atmospheric
b.      Non-Diegetic
11.  Lighting (done) : Thaddeus
12.  Particle system – double jump : Thaddeus
13.  Clothing – hat for enemy guards : Kelly, Adam
14.  Loading Screen : Max

Scrum Meeting Results 11/15


These are the Scrum meeting results for our Thursday meeting. Everyone's progress is noted.
Scrum Meeting 11/15/12

Blake – better visual effects (not met)

Derek – Idle and update older animations

--Comprehensive list of animations--

·         Run

·         Idle

·         Vertical Wall run

·         Black flip off wall run

·         Horizontal wall run

·         Grab

·         Climb

·         Falling

·         Landing

To-Do

·         Shimmy

 

 

James – button mapping, dragging, HUD examples (not met)

Adam – Projectile system basic completed, AI searching (not met)

Paulo – rotating, front flip            

Ron – Tools and forms for later on, astar algorithm, AI pat

Ross – business plan (done), business done before end of the year, Game Design Doc, To-Do: Wiki, business law

Mavin – Code reviewing. Refining work

Thaddeus – lighting system (not met)

 

Not Present: Max & Kelly

Kelly –   To-Do: Modular objects – build cemetery and lighthouse  // Not accounted for

Max – Review art, research  // Excused

 

 

 

 

Thursday, November 15, 2012

Design: Real Talk from Rahjur

Today was my 1:1 with Roger Altizer in class.

We discussed my role in the class as well as the state of the game we are working on. I'm really surprised by how much the idea has changed over the semester. When the game was pitched and accepted, multiplayer based Mario Kart parkouring was the big draw.

After MP was shot down (for logical reasons), we transitioned to a single player more stealth based ninja title. Over the course of the next few weeks, we realized that parkour and free running were our real bread and butter.

Talking with Roger today, a couple of key things were brought up that I feel are important for our game.

1. "Good Design solves a problem" -- Roger Altizer
http://twitter.com/Romar55/status/266678313790095360

I tweeted about it because I felt like it really framed how I need to approach my role as designer. One of the reasons we chose to embrace parkour was because we really wanted to focus on the non violent aspects of our game. With Avatars, we're limited to what's permitted with the characters and choosing to focus on movement gives us more freedom.

It solves a problem, but not completely. In order for our game to have a purpose, I need to really consider why the player will want to move around on the rooftops and natural terrain. Roger had a good word for that - payoff. What is the payoff for the player to be doing these actions?

2. Don't be afraid to express yourself on your blog.

I'll admit it. I've been neglecting this blog. A part of me is anxious about writing in general (for the most part, I consider myself an above average writer, but it's a love-hate relationship), but a much larger part is nervous about writing something that will make me look inadequate.

Is it weird that I want to maintain a professional presence online? But that's where Roger corrected me. To paraphrase, it's more important to give off a sense of development or growth from the blog. Recruiters aren't looking for student devs who are all powerful, well rounded game makers.

They're looking for students who show marked improvement in a specific discipline coupled with a strong work ethic.

I mean, yes, obviously every recruiter is looking at potential employees in a similar way, but as a student, I'm here to learn and develop the skills I have. Failure is merely an opportunity for improvement. No one got to work in a studio without some decent amount of hardship.

That's all for now. (And writing that really wasn't that difficult)

Ross

Thursday, November 1, 2012

Sprint Objectives (ending 11/1/12)

I've almost completed my sprint objectives for the week:

  • Complete basic game design document
    • Print 4 copies for Thursday's class
  • Complete company business plan
    • Meet with Entrepreneurship Center on campus
    • Meet with Brock Jensen (Business student and company consultant)
    • Print 4 copies for Thursday's class
  • Document & Log
    • Team Razor, X Statement, Slogan
    • Official Company Name
    • Poll: Video Game Title (subject to change)
Our games gone through a lot of iterations and developments in the past week. Even just solidifying the concepts of where our game takes place and what we want to do with the avatar experience has gradually changed from the original ideas we talked about. Our game is a living, growing project, capable of moving in new directions and flavors. I love it.

Ross