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Showing posts with the label CSG129

Portfolio Night Crit Fail

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During portfolio night while we were getting everything setup somebody notice that the start screen was missing an F in the title which spelled out "Fith Sun" instead of Fifth Sun. this on the same day I made changes to the title to make the style look the same . I gotta admit I am not the best speller but that was kind of embarrassing. On top of that after fixing the mistakes I had problems with my internet so couldnt upload it to the drive so can be fixed in the build. I had to restart my computer, which by the way had 38 updates to do before restarting so we had to go with out a title for the hour of the event. what I learn from this was have another person look at all of your work before doing  anything.

Final Polishing for Portfolio Night

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As part of the polishing phase, one of the programmers wanted to make sure all the buttons in the menus for the game style was the same. So I had to change the buttons to make it the same style it only took a few minutes to do it.

Breakable ojects

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As part as polishing month decided to get the breakable objects feature. The feature was to have objects in the game that could be broken by the character which would have health drops. I made a pot, which can see above and below.

Enemy Death

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My other task for the enemy was to make a death animation for enemy. This was pretty easy task because I had a template to go off of. Once again I used the same workflow as my other animations for this game. I've gotten better with the pixel art, the more I do it the better it gets.

Win and Loose Sceen

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Win Screen Lose Screen During this sprint I had another feature with the same group of of guys from my start screen feature. We basically had to make an win and loose screen. like the start screen i found background picture in place it over an gradient background for each screen and the buttons are separate for in game engine reasons.

Enemy Attack

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My task was to have a attack animation for the conquistador sword in all directions. This one was difficult to create but I had a good reference. What I did that was useful for me was that I separated the body parts into layers in the program that I was using.

Second Feature Team: Start screen

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Second feature team consist of a programer, a designer and an animator, witch was me. our job was to create a start screen for when the game started. I made the visuals, which consists of the background and separate buttons that are interactable, except the title screen, by the programer. my first attempt, what you see above, did not have the right font and it was hard to read. So I made the changes in no time.

Animating The Pixles

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Next step is animating the sprites. just like cartoons you animate in frames and it plays back like a flip book. I was lucky and founded a great reference to go by. No major impediments now, maybe future ones when it comes time to do attack animations.

Second Attempt At Pixel Art

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Once again hello, as part of the feature team i have to make a rough sprite of the conquistador sword. My teammate had an reference image above I had to simplify it because it a low res sprite.

First Attempt At Pixel Art

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What we have right here is my first attempt at doing pixel art. it's a 32 x 64 pixel sprite with six color palette. what I could have done to save more time was to draw out a high res sketch of the enemy and scaled it down to intended res sprite so it would become pixelated.

First Feature Team Enemy Types Concepts

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Feature Teams To start off sprint 1 after user stories and their acceptance criteria are done the product owner and scrum master forms feature teams. Feature teams are teams that consist of the different specialties takes on one of the features. This cut out the hand off method that doesn't work well with software development. Then in those teams the lead break down the acceptance criteria into special task for every member. In my feature team it consists of designer in two animators. here are some drawings from the designer.

Getting The Art Pipeline Ready

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the art pipeline consist of how we get art assets into the build as well as solidify the art bible. At the beginning of the sprint 0 deciding whats going to be in the art bible was tough giving the fact that we had a small art team with little to no experience in 2d art. After that establishing the art bible toward the end of the sprint we have to figure out how it get tested so it can be but in the build.

Testing Communication Piplines

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In sprint 0 your team usually have three weeks to get test and fix any communication issues. our team is cloud based communication which means we can communicate through online platforms like Google communities and hangouts in case we can't meet in person.

Sprint 0 Check List

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Sprint 0 to my understanding is testing and preparation phase of the agile development cycle. This is when your team eliminate any pipeline problems such as communication and version control.

INTRO TO SPRITES

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Mega-Man Sprites Hello again and I welcome you to more great adventures into game development. since our game is 2D sprite creation is the technique the art team will use. Our first step was to determine how big the character sprites will be, if its going to be vector base or pixel base. 

Learning About The Game

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Fifth Sun Since I wasn't on the team last semester i had to get familiar with the game design document or GDD. I wasn't too worried since the GDD is living document so it will change over the course of the semester. 

Art Bible

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art bible guide Today the product owner and the art team are trying to figure out the necessary things that is going to be in the art bible. While I wasn't there when the game's ideals was being planed out last semester, I didn't really grasp what they wanted as the art style. The game design document wasn't flesh out as I expected it not to be.

Choose Focus

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In class I decided to be a part of the art team. My experience my been in the art aspect of games mostly 3d animation. one of the artist on the team I worked with before in previous classes.

CSG 129 130: Welcome to The team

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With the start of my first week of the semester I am welcomed to a new team. Some of the people on the team I' ve work with before from last semester classes and others I' ve haven't, but I look forward to working with everybody.