The previous week saw some much-needed work on the animations for the final boss, which I ultimately find myself quite proud of. With the final animation being by far the longest sequence that I have made in class. Regardless, I will have to continue to make animations for this character before the deadline arrives, which will take even more time than the initial ones that I made this week. Because of this time crunch and mix of responsibilities from other classes, it is safe to say that all of the teams currently working will likely be unable to make the type of game that they originally planned for, which I think we were all aware of from the beginning. Meaning that we'll all have to turn in what we have and plan to prove our design process along the way.
A short check-in for a simple week! Plans for this week: Monday-Wednesday: Further animation Thursday: Final brief and planning period with team Friday: Final planning before review.
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Unlike last week, I was able to make some very significant progress this week, which is a welcome relief in the face of an approaching deadline. The particular animations that I managed to crank out this week are probably some of my best to date, which is equally as rewarding amidst the crunch period. As mentioned last week, it is guaranteed that cuts will have to occur, which will evidently take a large load off of the backs of everyone involved. My current plan to present to the team is that the game will be restricted to a single boss battle, and a difficult one at that. This boss battle will also have a timer, meaning that we could potentially see a competition for the fastest time to beat the boss among the other members of the team. I'm actually perfectly fine with this plan, as it could be quite fun and ultimately serve as the main pull of the game. Seeing as we have a maximum of 3 weeks to produce a working product, these cuts will be essential in meeting that deadline on time. I also know that my team would not be the only one making those decisions, as I have heard similar problems from the other team leads.
For the sake of everyone involved, I hope these projects finish up as smooth as possible. Plan for the week: Monday: Team brief and restructuring Tuesday/Wednesday: Further animation Thursday: Full testing of controls and programs Friday: Weekend assignments and brief Last week was a period of much needed restructuring, seeing as the scope of our game needs to be significantly smaller if we are to meet the deadline. Meaning that the size and mechanics of the game have been cut down quite substantially, such as restricting the game to only 5 rooms and a single boss. I did expect this sort of thing to happen sooner or later, but that doesn't exactly make the process any less stressful. I hope to keep people on track enough that they understand where to be and how to move forward, meaning that progress can be made without my input at all times. Aside from these various concerns, I have turned my attention back to sprite animation so I can provide assets quickly for use in the game. This means providing every essential part of gameplay that falls under my jurisdiction. And hopefully in a fast enough manner that I don't lag behind the other people in my group. In summary: This is beginning to become as stressful as I expected it to, seeing as progress has been made at a slower pace than what is ideal. It will be difficult for me to take work home with the amount of time that my other homework already takes up, yet I hope to find extra time for the sake of having a playable version out by the deadline. Here is the plan for this week: Monday: Team meeting and further restructuring Tuesday/Wednesday: Sprite animation and whitebox testing Thursday: 3D Modeling check-in and planning Friday: Holiday
Seeing as spring break is coming to an end, it's about time that I provided another glimpse into my activities regarding the game. My overall activity has been a good bit slower over the break, seeing as I was quite busy with trips and other projects. That being said, my objective and current work remains the same, which is to finish the starting cutscene and help manage other assignments across the team. I've taken as much time as I can to work on the cutscene, but still have a long way to go. I did expect this to happen at some point, seeing as this is the only extended cutscene that the game has due to time constraints. I hope that it doesn't take up any more time than it already has. Aside from that, I do believe that the cutscene is coming along quite well despite the limited time, which is a slight comfort in the face of the looming deadline. The fact that I have run into very few issues also helps me manage my time more efficiently. And that concludes my very brief check-in, seeing as spring break took priority over my activities. Plan for the week: Monday: Team checks and planning period Tuesday/Wednesday: Cutscene work Thursday: Rethinking of game layout Friday: Story and mechanic planning
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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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