This, my friends, will be the first of many updates that I will post as part of our development process for our final team game. The production of Zenith will require a clear timeline and detailed path as to where the project will head. As of right now, I have started with simple animations to remind myself of the process, as well as knock out a number of essential enemy types early. My creation of a number of idle animations is a clear and simple example of my role as the resident 2D artist and animator, and the addition of these animations will aid my teammates as the overall world is flushed out and brought to life. Overall, I ran into very few problems, which is good in this particular aspect of the team project. That does not mean that this will not be a long and arduous process, as these are only a few of the many animations that I will have to move forward with making. I believe that the relative speed that I made these animations with is a very good sign, meaning that I can pump these out without too much risk of falling behind. That and my ability to do them in this manner after a long hiatus from animation fills me with a newfound level of confidence. My future plans are now to focus on the animations custom to the main character, mainly so the programmers can then move in to programming him in to make the gameplay functional to a degree, which then allows for the development of the rest of the game.
Anyway, it's time I got back to it.
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As part of the AGAD schedule, we must now move out of our PBM assignments and back into team work to finish our games by the end of the year. While I am eager to get back into this process, it does pose a few problems, mainly how rusty the class will be moving back into teams. The entire class has been away from team work for a number of weeks now, meaning that people will need to get back into the swing of things once the main project picks up again. That and people will have to refresh their memories on what their game overview even is in the first place. This does pose a number of issues when moving back in, but the experience provided by the PBM assignment will help soften the blow of this transition if just by a little bit. The skills we relearned in the Unity Engine and coding software should prove helpful when each team member moves back into their assigned roles. This is especially important in the coding sector, as almost every single person in the class had issues with coding one way or another. I genuinely hope that I won't find myself to be disoriented once this shift back into teams occurs, and I can quickly get back into the sector of game design that I specialize in.
After all this time, the parkour level is finally finished, and what a process this was. From start to finish, the entire project feels like it's taken years to complete, mainly due to the enormous number of steps in the entire development process. That being said, the entire process provided a good number of ups and downs, as well as an expectation of what is to come. The finished level design ended up being wildly different from the original drafts and concepts, especially since the original design just didn't function on a base level, with objects clipping into one another and floating in random directions. The process of making the game linear did fix this issue, as it limited the number of overlapping colliders and lowered the overall density of the environment. Although I still did find a good number of issues as I worked out the coding along the way. All in all, I think this worked out quite well for the timeframe I was given, and even could have done better if not for the setbacks encountered with the original design. I hope to take these mistakes and learn from them in a way that benefits my future projects and creations in this particular class, especially as we move back into team games for the rest of the year. This sure was a short post, but one that needed to be written for the sake of self-reflection and a clean conclusion.
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AuthorI have a passion for creating things, and hopefully one day those things will be video games. You can check over on this blog if you wish to see any updates on my work or other subjects. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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