Positives: This week we changed the name of the game, which accurately fits our idea and our game’s tone! We also planned out our schedule for the rest of the year, so this should be good if it all works as planned.
Negatives: Ayyyy I got almost no work done this week because of finals being due this week. This week I have taken care of almost all of my finals, now that they are done I will be able to put all my effort into working on this project. I hate that this has taken so long to do, but my schedule did not permit anything else.
Looking Ahead: Finish concept art for remaining two characters and work on the countess’ chest piece and head ornaments.
Positives: Puzzle progression fully nailed down. Puzzle concepts worked out into separate documents. A few are definitely more fleshed out than others, pending further development and testing. I have an idea to put all the documents together into a large “map” that summarizes the majority of possible interactions, while also showing the layout of our map, and which puzzles are reliant on the completion of other puzzles. I think I have a good idea for how to set it up, pending feedback from the team.
Negatives: Got sick. Another week long swim meet. Got my stuff done so it doesn’t matter. Gonna push on through. I felt like I hit a roadblock on some of the detailed concept sheets, but there’s enough finished that the team shouldn’t be waiting on anything, and the puzzles can be developed further in the next week.
Look, a demo where we don’t have to be at war with hardware!
Positives: This week wasn’t as stressful as I thought it would be. I spent some time working on the prototype pitch deck, getting a video demo together so we don’t have to fight with hardware anymore, and finally getting some prototype menus in! Syd and I had a nice little cozy meeting where we worked out a detailed timeline for winter term so she could make a nice pretty Gantt chart. I feel a lot better about where we are (don’t get me wrong – we still have a TON of work to do. But now there are deadlines and color-coded charts.) After some fighting with both software and hardware, the build itself was pretty straightforward to make. I actually managed to plan a reasonable bedtime for myself the night before our presentation. And all of our main player controls are in.
AND THIS IS THE LAST SUBMISSION FOR FALL TERM. Time to go sleep for all of Winter Break.
Negatives: The senioritis is here. Final projects and Concert Week are lurking in my brain. It’s going to be time to set this project aside for even a week to think about other things. Oculus and Unity, as usual, had moments where they did. Not. Want. To. Cooperate. Blackboard somehow nearly took 20 minutes to upload a single .pptx file. We still have TONS of work to do.
Also, turns out I forgot to check on our status report (like I tend to nag my team about) and din’t realize I had sound and snap functions for piano cylinders on deck for this week. Now I’m a hypocrite. And I have one more task for break.
…well, I got the sound in there and a very buggy version of the “stay snapped” functionality. Up next is maknig that actually….good.
…and I didn’t give Samara a bug list.
We’ve got a little bit of work planned for over the break, so I’ll be tackling some small tasks to get us ready for winter term, including:
polishing the functionality of our existing puzzles
getting and implementing 2 new tracks from the sound team
implement a corpse the player can drag around
prototype picture gallery puzzle
doing that piano cylinder thing I was supposed to do this week
Also, finals and sleeping. And maybe even eating a vegetable.
Positives: GANTT CHART. GANTT CHART. SO ORGANIZED. SO BEAUTIFUL. We have one! And it spans from next term all the way to graduation (Big Yikes). While it’s lovely seeing everything planned out, I can also now see we are going to have to floor it spring term week one and not stop until we walk on stage to get our diplomas. I also made a keypad and door for our starting little puzzle. Erin, Samara, and I talked about how small the keys could be before colliders became an issue so I modeled with that in mind.
Look at that chocolate bar (keypad) and that…big X (door).
Negatives: The team video decided it wanted to cause me intense mental distress and be as difficult as possible. After 5 hours it felt like I was beating a dead horse so…it’s what we have for now. Next term I want to reshoot everything and make it higher priority. That falls on me and it feels bad man.