- Meeting – work directly with people make small art edits (5.5 hours)
- Loadout Images (1 hour)
- Loadout Descriptions (30 minutes)
- Pause Menu and UI edits: (2 hours)
Total Hours: 9 hrs 30 minutes
I made some edits to the Pause Menu to account for tooltips. Then I tweaked some UI elements and started making small edits. I grabbed some images for the towers to insert into the Loadout screen. Finally I wrote the Loadout descriptions with Javier.
What Went Well
Some of my tasks this week were “fill in the gap” type of jobs which is good because we need to start closing those gaps and wrapping things up. We had some productive work sessions which helped. The tutorial and tool tips are coming along.
I had some family planned stuff this weekend that took away most of my work time on. I didn’t account for that enough but the Pause Menu is in the repository but it hasn’t been implemented. The descriptions were not implemented either but it should be a quick task to complete before we playtest later this week. I feel like there are a lot of pieces out there and we need to connect them, like the tutorial, the main menu screen, and the tool tips.
- Keep editing the UI in response to feedback and other alterations
- Edit Main Menu Buttons
- Pause Screen implementation
- Tutorial and Tool-tips UI edits
- Loadout Menu – spinning tower images
- Help with particles or any additional animations
- Design Discussion (30 min)
- Cool Down Bar mock-ups (1 hrs 30 min)
- Pause Menu/Tool Tip mock-ups (3 hrs)
Total Hours = 5 hrs
I wanted to finalize the tool tips position so I started exploring ways to implement it into the pause menu and game screen. The cool down bars also need to be implemented, so I started thinking about new ways of displaying the bars and the tool tips on the screen effectively. The last two images are examples of what the icons could look like for the cool down bars.
What Went Well
I made some progress with the tool tips design and position and I could say the same about the cool down bars. I have discussed the design and placement of tool tips and the cool down bars with teammates. I think we could finalize the design this week and finally start implementing these features.
We have been kind of stuck on the idea of tool tips and the cool down bars for a while. There is a bit of a conflict concerning screen space and the players attention. We want to display both on the in game menu in a way that the player does not need to look that far from their UI to read the tool tips or to see what blessings or effects the other player has used. That has been a bit of a design issue we have been working out.
Finalize tool tips and the cool down bars. I want to start implementing them so we can test the layout in future playtests. That might help us solve some design issues. Finalizing UI so we can test it is the priority so I can jump in there when needed. (Maaayybe new map designs).
- 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
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.
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.
- 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
A few of the items I designed for the environment this week. I focused on some of the smaller filler elements.
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.
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!