Erin Truesdell, PPJ 09

A Little Bit of Everything

Tasks:

Loadout Menu – Defaults & Quality of Life – 3h

Playtests – 1h 30m

Sell Presentation Updates – 1h

Total: 5.5h

precarious
It might be precarious, but it does work.

 

A nice and busy week with lots of variety in my tasks.

 

Positives:

Loadout menu feels a lot better now. Default loadouts work, new button maps are in (and I got a chance to poke around Rewired), and, most importantly, NOTHING BREAKS. Oh, yeah, and there’s a “back” function if you want to choose the other map. Joseph Brown picked up the trailer task, which freed up my hands to work on coding, which was nice to get back to after a few weeks of not actually touching the game very much. Feels good, man.

 

Negatives:

FINALS ARE COMING. Frankly, though, I’m not too worried. I have a lightweight courseload this term and I for one am extremely pleased with how this project is going – no worries here. Getting enough playtesters was difficult because it’s hard to find 40 people who want to do ANYTHING beyond the required during finals.

 

What’s Next:

Polish Polish Polish and F I N A L  D E L I V E R A B L E S

 

 

— Personal Postmortem —

My largest strength in this group has been my strength in previous ones: communication and a willingness to jump on anything that needed to be done, from administration to code to chasing down people I know in crosswalks to get them to playtest our game. This is enjoyable from my end, too – I love having my hands in so much of the development process, and I had many opportunities to do that here.

 

My weakness was a lack of focus and time – too often, I found myself waiting until the last minute to get things done or getting caught up in other parts of my life entirely, to the detriment of my work here. Also, my code was not clean or well-documented, and that’s on me as a developer – I have a tendency to forget other people might have to go in and work on things I’ve done, and I have not always left them the easiest roadmaps.

 

Three Things that Went Right:

  • Many Hands and Good People: we were able to go a LONG way because we had a good sized team of competent individuals who were willing to collaborate, communicate, and contribute. People were self-directed, independent, and took pride in their work.
  • People Did Their Nonsense: They (we) might not have been the best about moving tasks around on the Hacknplan (sorry Jeff), but gosh darn it if all our deliverables didn’t get in on time and by the people who were supposed to submit them. This team was an administrator’s fantasy, where people did their assigned work and I never had to nag.
  • Commitment to Polish: Even when everything worked, this team was always thinking of things we could do better, smoother, cleaner, prettier. We know there’s infinite room for improvement, and we used it.
  • Bonus: Our Git flow was so good I didn’t even think about mentioning it here; it was a non-issue.

Three Things that Went Wrong:

  • RIP Sunday Night Feature Lock: As the term wore on, we found ourselves more and more lax about internal deadlines, which meant a lot of late nights for people like Jeff who were up waiting for work from folks.
  • Lack of adherence to the Hacknplan: I’m as guilty of this as anyone. We’d talk tasks for the week then completely ignore everything we’d listed out, forgetting about bugs or features until they were past due.
  • Playtesting is Hard: This team was a lot better than a lot I’ve seen, but it’s still tough trying to get everyone to bring so many friends on when we all hang out with the same people.

 

It’s been a great quarter with an even better team, and I’m so proud of the work we’ve done. Cheers to having time for polish.

 

Going forward, I plan to schedule out my time for projects more concretely to allow for people requesting tasks of me to know ahead of time when they should be done. I will have to anticipate that not every team I work on will be as good at communication and Git flow as this one is. And I plan to increase adherence to internal tracking and deadlines, for everyone’s well-being.

 

Bonus content: I am Very Good At Making Presentations

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Erin Truesdell, PPJ 08

Loading…

Tasks:

Loading Screen Updates & Implementation: 2.5h

Total: 2.5h

loadscreens

 

A lightweight week on the Erin side of things, which means LOTS to look forward to in the upcoming days.

 

Positives:

Loading screens went in relatively easily, since I had already done some work on them earlier in the term. Plenty of errors popped up, but almost every single one was a REALLY easy fix, so implementation was painless!

 

Negatives:

I was pretty hands-off this week, and while I was present at the event we held the playtest at, I was busy playtesting another game I’m working on (a certain kayaking experience). There’s lots still for me to do this week, but I am looking forward to digging back in, getting on that #PR train once more, and taking care of any final polish things that have to happen.

 

What’s Next:

Trailer. Sell Presentation. After all, I’m the Designated Extrovert.

 

Bonus content: I definitely know which variables to use…especially the ones that I wrote. #KnowThyself

variables

Erin Truesdell, PPJ 07

Stranded In Northern New England

Tasks:

Playtests: 2h

Trailer: 4h

Beta Touchups: 30m

New Sell Presentation: 1h 30m

Total: 8h

 

werkwerkwerk

Nothing like spending 6 hours waiting in airports and 0 hours actually on the plane. #ThanksFlashFlooding

 

Positives:

The trailer was already in good shape – my goal this week was to put in new footage because our art had improved so much since the last iteration, and just tighten it up – no sense in fixing what isn’t broken. People were really great about getting files to me so I could work as well. Finally, a shoutout to Raul for handling our scrum presentation when I got in from a 13-hour travel day that should have taken 4.

 

Negatives:

Lots of things at the last minute again, which tends to happen when I’m out of town. We struggled to get enough playtesters, so I’m thinking of going the route of adding a question about who sent each tester to make sure everyone is pulling their weight. Still so many bugs to fix.

 

What’s Next:

Polish polish polish polish. So much polish. And bug squashin’, but does that ever really end?

 

Bonus content: Cancellations, cancellations EVERYWHERE.

MERICANWHY.jpg

Erin Truesdell, PPJ 06

Life’s a Beach

Tasks:

Loadout Menu & Map Select: 1h 30m

Deliverables: 30m

Total: 2h

mapselect.png
Map Select Scene is int eh game and ready to receive new scenes.

 

This week, I learned to work FAST. As I had plans to be gone for the majority of the week, I ended up writing almost the entirety of my UI tasks in just over an hour. Lots of frantic typing and speedy work, plus some touch-ups when I returned to Philadelphia last night.

 

Positives:

Loadout updates are in and map select works!

 

Negatives:

Loadout UI scaling is a little bit buggy and there are a few other minor tweaks that need to be made. Fortunately, I will have some more time this week to make said updates. Also, while the map select is in, the second map itself is not so noth map options take the players to the original.

 

What’s Next:

Bug squashin’ and touchups.

 

Bonus content: The reason I had to work FAST #CekBorbs

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Going to a shrimp boil in the Outer Banks

 

Meagan PPJ 06 – Term 2

Completed Tasks

  • 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

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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.

What Didnt

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.

Upcoming

  • Keep editing the UI in response to feedback and other alterations
    • Edit Main Menu Buttons
    • Pause Screen implementation
    • Tutorial and Tool-tips UI edits
  • Polish!
    • Loadout Menu – spinning tower images
    • Sound
    • Help with particles or any additional animations

Erin Truesdell, PPJ 05

What’s On The Menu?

Tasks:

Loadout Menu: 5h

Playtest: 2h

Loading Screens: 30m

Total: 7h 30m

 

loadmenu.png

Ready for more content.

 

Positives:

The loadout menu! It works! The framework for any extra features we want is almost entirely done! After a couple of snags with implementation and hookups, we got all of that in. Also, first draft of loading screens. Lots of progress this week, which has me feeling great about where the project is going. We also had some great playtest sessions and I got to watch some new folks play the game.

 

Negatives:

Loading screens will likely need tweaking as they’re still in draft state. Text and tower/blessing visuals still need to be sent to me to be put in the scene. On the plus side, the infrastructure is almost all there, so putting them oin once they’re ready should  be an absolute breeze.

 

What’s Next:

Tweaks, updates, deliverables, anything else that needs to be done

 

Bonus content: h e c k

heck

 

Erin Truesdell, PPJ 04

Information Overload(out)

Tasks:

Loadout Menu: 5h

Loadout Menu Debugging: 1h

Total: 6h

loadouts_1_1

LOADOUT. MENU. IT’S HAPPENING.

 

Positives:

The loadouts. They happened. They work. They’re not super pretty (yet). BUT they’re in the game. They’re hooked up. And we’ve got the beginnings of a sexy sexy menu. After a little bit of coding, a lot of thinking, and a decent amount of figuratively bashing my head against a wall, we got them in, we got them hooked up, and now we have this functionality for alpha.

Content included: having to reset the position numbers twice because I can’t read, weird voodoo math where 1+3 = 7, except when 1+3 = 5, and accidentally trying to load the next scene every single frame because my brain was oozing out of my ears.

 

Negatives:

Loading screens didn’t get finished because loadouts ate my time & fried my brains. Accidentally fried Unity a few times. All self-inflicted.

 

What’s Next:

Loadscreens, for real this time. Getting the rest of Meagan’s beautiful loadout UI implemented! Also, playtesting because why else bother having an extrovert?!

 

Bonus content: Memeing it up on Facebook while breaking the game.

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