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Showing posts from December, 2015

Final Results and Reflect

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After seeing the build and how the army plays I see we have a good starting point. I Am sure that there are mistakes but given time those mistakes will get fixed and we will have a even product. as far as the things I can improve on in game design period is playing more games out the norm. but stuff the pertain to this class is understanding the game more so my design won't be bad to start off with. Things I think I did well is that figuring stuff out on my own. but overall I could improve a lot.

Reflecting on one self (2 more days until demo day)

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Two more days until demo day and our game is looking pretty good. doing this game has been tough but with anything you do in life will be tough. at the beginning of the semester we kind of struggled with sprint 0 it was instances that communication was lacking in the pipeline causing slow down in velocity and not planing well for mocap which prove a lot of doubt and hopefully we don't do until we get the pipeline issues solved. my main fixes for next semester is that we fix pipeline things so over the break I am going to look over different art pipelines to make better suggestions to leads and or PO. Have a Great winter break.

Final Everything

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Around this time it polishing time and documents and art have to be finalize. I was finalizing my scenario, objective cards and terrain models that I made. I change a lot of things on my scenario by the feedback from playtest sessions. change the deployment zone were each side has the same amount of space on each side. Change the primary objective to compensate for the tactical objective. change the fog special rule to have a little bit of impact on the game. old one new one

Polish: My Favorite Word

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So the end is coming for the semester and demo day is around the corner. At this pint the team is trying to polish up aspects of the game. besides waiting to get textures, getting all the animations into the build that is the only thing I had to do. I did run into problems with the animations the programmer working on the animation in engine came across some problems with bone hierarchy issues. Which in the future should get straightened out in the art team next time.