Total Time Logged: 10 hours
There were still some bugs in the zone progression code and Hangar UI which I was able to fix. I ended up creating an invisible button which is used to pan around the mech instead of the script which I had written previously. This prevents the behavior where clicking a UI button and dragging the mouse causes the Hangar camera to move. Also, I isolated the bug which occasionally allowed players to exit a zone before destroying the last portal. Finally, I removed the ability for a player to activate the next zone by shooting a rocket into it.
We decided last week that, because of our short time and the fact that Bren and I have the smallest speaking parts in our presentation, I would do a small section of our presentation about the evolution of our level’s design. To illustrate this, I put together a small slideshow of the major changes our level has gone through since we started working on Mechination.
Total Hours Logged: 10 hours
This week I was under the weather so i got less done than intended, however we did still make significant progress.
Presentation/Trailer: 5 hours
Reworked trailer shot list, and started gathering footage
Game Dev: 5 hours
I sat down with Tucker and we made a few adjustments to the current build of the game in order to make the trailer as visually pleasing as possible, i.e. texture work, foliage placement, fog and camera effect adjustment, and gun particles.
This week, the game made major strides towards completion, with only minor tweaks remaining. New effects and visual techniques were added, as well as the inclusion of our final modeled weapon, the plasma gun. The gun still needs to be appropriately balanced against the other weapons, but no major changes are necessary at the moment.
On Monday, the trailer will be filmed and edited, as well as all other materials, which will bring the presentation to a complete stage, with the exception of revisions after our rehearsal on Tuesday.
Friday – Brian, Bren, Ryan, Tucker (Zach absent due to sickness) – 4-5 Hours
Work session and project merging.
Total Time Logged: 17 Hours
This week, I had a variety of tasks to bring the game to a more polished and final stage moving forward into the Senior Show. The changes and notes are listed below:
Total Hours: 20
This week I worked on getting the Hangar working on Android devices. The process was a bit difficult and I needed the help of Jay to get the correct SDKs installed on one of the lab computers. I also cleaned up the camera motion for the environment flythrough so it no longer clips the aqueduct. I also cleaned up the architecture flythrough camera. Zach and I worked on the trailer as well as made small design changes and tweaks throughout the week.
Before the show I would like to get Hangar working on IOS devices.
Total Hours Logged: 22 Hours
Monday: 8 Hours
-Presentation and Unity Work
Tuesday: 7 Hours
-Unity work: General Game Discussion, update/resivion of task list, particle tweaking and optimization, weapon and mech balancing, upgrade system research
Wednesday: 1 Hour
-General game discussion
Thursday: 6 Hours
-tweaking of gameplay elements specifically the camera effects, textures, particles, portals, waves, and weapon stats, creation of plasma weapon, flowing water particles, a lot of testing, debugging such as score multiplier, updating and tweaking of sound effects, assisting with UI scaling tweaks to make the hangar work on mobile devices, logo tweaks and planning of final week schedule.