Meagan PPJ 08

Completed Tasks

  • Sound effects and music (2 hours)
  • UI and Menu edits (2 hours)
  • Playtesting (2 hours)

Total Hours = 6 hours

Progess.jpg

Updated the cost on the buttons to fit the new balanced numbers. Worked on Menu elements; creating button and small edits to the menus themselves.

What Went Well

We received great feedback which helped with balancing and art/asset edits. We are fixing minor art details at this point. We finally got sound into the game so we can start testing that out. More visual feedback went in this week. Menus are finally operating and correct.

What Could Have Gone Better

Finding playtesters was a bit difficult. It was a busy week with finals but we can continue to polish next week.

Upcoming

I want to make some small detail edits to the map. I will be updating the cost on the buttons as we continue playtesting and balancing. We will keep working on sound effects and music. Focusing on visual feedback, polish, small details.

Meagan PPJ 07

Completed Tasks

  • Redesigned the icons on the in game menus and implemented it (6 hours)
  • Visual edits to the smaller map (2 hours)
  • Sell presentation (3 hours)

Total Hours = 11 hours

 

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The first image is the smaller map with a few visual updates; Rounded off the edges of lanes, softer outline to the lanes, and added some background detail like grass and mountain indicators. The next image is the new UI layout with my updated icons. Then I displayed a few of the many icons I updated and revamped this week.

What Went Well

We finally got rid of the last of the programmer art which is nice. The game as a whole is coming together visually and that is very exciting. We made a lot of progress this week in terms of adding particles and visual feedback. We had a productive meeting that aided the strides we made this week.

What Could Have Been Better

Merge conflicts are terrifying but we got it worked out. There are some issues or decisions that need to be made with our icons in the in game menus. I think playtesting will help answer some of our questions in that department.

Upcoming

Visual feedback and particles! We also need to start implementing sounds so we have audio feedback as well. Playtest playtest playtest! Then implement the feedback we receive from our players.

Meagan PPJ 06

  • Modeling and texturing the mine (5 hours)
  • Map resizing and 2 land rendition (3 hours)
  • Play testing (1 hour)
  • Started reworking in game menu icons; UI (1 hour)

Total hours = 10

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I resized and reworked the map based on play tester feedback. We got a lot of comments saying the map was too big or there were too many lanes. So I sized it down to help with the perspective and created a two lane version we can test. Then I worked on creating one of the two support towers which was the mine. You can see the front and top views of each teams mine. I started to rework the icons for the in game UI based off of in class feedback.

What Went Well

We finished up the support towers and attack towers. Play testing went pretty well. We got a lot of positive feedback and my play testers were interested in seeing the progress we make over the next couple of weeks. I resized the map which will give the players a better perspective of the game play. I started reworking the icons I made in class so I have a bit of a head start for next weeks goals. Hopefully I can get that in immediately.

What Could Have Been Better

Unfortunately most of my time went into starting and finishing up the mine and reworking the map to a different dimension. I didn’t get to focus on incorporating the icons I made for the in game UI. I worked on updating them from the feedback I received in class. I feel like I could have done more this week but the workload was heavier than usual in my classes. All I can say is that next week I can push harder and dedicate more time.

Upcoming

Implement my icons because I want to have more visual feedback and I’m tired of looking at those white buttons. Implement the passive towers and the resized map. From there start adding details in animation and juiiiiiiice.

Meagan PPJ 05

Completed Taks

  • Texturing towers (7 hours)
  • Map paint, working on environment (3 hours)
  • Meeting (implementation) (3 hours)

Total hours = 13 hours

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The first image is the in game map I worked on this week. I want to populate the environment more. I mainly worked on tower model edits and texturing. The first towers after the map are the Sun Towers in both color combinations. Next is the archer towers in blue and red. Finally we get to the Magic Towers. These models have come a long way and there are still minor texturing changes.

What Went Well

I received great feedback from everyone and felt like I had more team direction with the designs and textures. If it’s approved I am more comfortable with placing that on a back burner. The models keep progressing and updating and becoming what we want them to be. The most exciting task this week was implementation. Seeing the art in game is always exciting. Our artistic decisions are making asset creation a little easier.

What Could Have Been Better

IMPLEMENTATION. We worked out all of the terrifying results so it’s all good now but wow it was a process. I think having more meetings will help with communication and some of the issues lack of communication brings. I think having set times to just meet and work together, in the same space, will resolve a lot of issues.

Upcoming

Playtesting! Other than that I would like to fix the minor texture/model issues so we can move on to UI and animations. Add a little flare and sparkle. But UI is important and that will be a main focus of next week.

Meagan PPJ 04

Completed Tasks

  • Updated screens from last week (1 hour)
  • UI Meeting with Jeff (1 hour)
    • Flowchart and Design choices
  • Play test fun with my roommates (1 hour)
  • Mock ups of the in game menus (6 hours)
  • Research UI and choose a design (3 hours)
    • Where should it be displayed and how.
    • Thinking about animation

Total Hours = 12 hours

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The first image is the general elements needed to create our menu. I was testing out fonts and different hieroglyphs or symbols. The rectangle on the left will be displayed on the far left and right of the screen. We have essentially the same thing within the build (you can see in the second photo where the menus go). The next image represents a flow chart or the items we will need to be displayed for the players. The last three images represent the style or the look we are going for. We chose this rock texture and each block will have a hieroglyph on it that represent the item, the name of the item, the cost, and the upgrade price. The idea is that the menus or item selection will stay within the rectangle and not obscure the game play area.

What Went Well

In terms of UI we had a productive discussion and found a few methods of displaying information so we have back ups to test and try out during play testing if our original plan doesn’t seem to work. The fact that we could play test was great. I feel like more times than not, games break in crucial moments but we were able to get some great feedback.

What Could Have Been Better

Midterm exams are terrifying. Other than that this week was difficult for members to meet up and discuss certain ideas and decisions (midterms were eating away schedules). There is some feedback going on in the Discord but I would like to see more and hear from everyone.

Upcoming

Next week I would like to texture the tower models I created and start implementing art assets within the Unity scene. I want to start populating the scene and creating more of an environment.

Meagan PPJ 03

Completed Tasks

  • Meeting (2 hours)
  • Modeled rough versions of three towers (7 hours)
  • Created mockup designs for pause screen, start screen, and two win states (7 hours)

Total Hours = 16 hours

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The first four images cover the mockup designs for the start screen, pause screen, red win, and blue win. I had to develop a style that would unify the project; I researched fonts, color decisions based on our palette, and developed symbols and pieces to unify the screens (like the hieroglyphs). The next three images are the Archer tower, the Magic tower, and the Sun tower. I modeled a base and started with the Archer tower. From there I used the base to develop the other two, so players could visually understand that these are in fact towers. I also wanted the towers to have strong silhouettes or defining features so players could tell which tower was which.

What Went Well

The team came together and made a lot of organization decisions, like assigning leads. Now we have dedicated people thinking from specific perspectives. The GDD has been revamped and we answered questions that were previously up in the air; defined gameplay. There was more communication this week.

What Could Have Been Better

I wanted to get to texturing this week but that will have to take up some of my time for next week. There is always room for improvement in terms of communication and meeting time. Being sick has been a challenge to overcome. In terms of art we need to start implementing objects asap so we can get a sense of the players perspective and how we need to approach modeling and texturing moving forward.

Upcoming

I will be meeting with Jeff to discuss UI; start designing and working on that. I want to touch up the tower models and texture them as well. Then I will be devoting my time to model other features such as background pieces.

Meagan’s PPJ 02

Completed Tasks

  • Two Meetings (6.5 hours)
  • Atmosphere/Environment Concept Paintings (5 hours)
  • Mood Board and Color Palette (2 hours)
  • Symmetrical Map with Nile (10 minutes)
  • Two Team Logos (1.5 minutes)

Total Hours = 15 hours 10 minutes

 

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The first two pieces are atmospheric paintings. Since we have a lot of sand textures and we refined our color palette this week I played around with color to display our options. It helped us understand what combinations work well together so we are not blinding the player with too much yellow or bright colors.  The last two images are the two logos I created this week for our team, Good Boy Logo and Vector Pharaoh Dog Logo.

What went well

The art team showed more communication this week so we have a stronger sense of style and direction. We finished up environment and character concept art so we can move on to modeling those assets next week. We solved some technical issues with the character design and how it appears on the map.

What could be better

Team communication could be better when it comes to meetings. We need to get ideas out to the team for approval faster. We are behind schedule with tower and other weapon concept art. Also we are floating in limbo with the art asset list so we will be refining that.

Upcoming

I will move on to modeling environment pieces next week. I want to compile an asset list for every object that needs to be conceptualized and modeled, so we don’t miss anything. The tower designs are a priority so I will be doing what I can to help wrap those up so they are ready for modeling.

Meagan’s PPJ 01

Completed Tasks

  • Meeting Time (1 hour)
  • Research environment references (1 hour)
  • Sketching ideas from reference (3 hours)
  • Developing a color palette and digitally rendering sketches (4 hours)
  • Testing out environment placements (2 hours)

Total hours = 11 hours

ConceptArt

A few of the items I designed for the environment this week. I focused on some of the smaller filler elements.

Map

The second image is my environment test. I wanted to see how my environment pieces fit together (are they cohesive?).  I call this piece 50 shades of sand.

What went well

We were on top of setting up the proper materials we would need to communicate and make progress on our game. Everyone was able to show up and participate in the meeting which was great. Personally, I think I started a good base for exploring what environmental objects we want in the game. I have a better sense of what I need to “fill in the gaps” so to speak. In terms of the art team we are on the same page with art style which is always a plus.

What could be better

Everyone’s schedules are all over the place so meeting is sort of difficult. I also think as we start to develop art assets there should be more communication to keep it cohesive.

Upcoming

I want to concept a few more “extravagant” background/environment pieces and revise/approve the ones I already created so I can start modeling. Also develop the GDD!