Postmortem:
1) We did not achieve most of the initial goals we had. We underestimated how difficult this would be, and had higher expectations of ourselves that we did not meet. For example, Eleonora made a quality short clip of the alien that we were going to incorporate into the game to throw some narrative in there, but we could not find the time or how to put it in the game.
2) Our goals were not realistic, and this was the problem we had because we put far too much on our plate and could not get it all done. The quality all around was not nearly as good as we all expected, because we thought we would be able to get better at using UE much quicker than we actually did.
3) Went right: We stuck together with each other with little negative conflict. We all performed our repeated jobs, and got a lot of work done when we were together. No one gave up despite our troubles and frustrations.
Went wrong: Over promise, under performed. Not as complete a game as we would have liked. Got frustrated, pushing us away from loving our major.
4a) Using UE takes far longer to use than expected. With this information I will give myself plenty of time when using it
b) I also learned that there is not a truly perfect and reliable way for different people to work on the same game in different locations. With this info I realize that we have to be patient and wait for a truly flawless one.
c) Groups often believe they are on the same page but are not, leading to miscommunications and disagreements. With this info, I plan to communicate a relay and messages, hopefully to create as little misunderstandings and arguments as possible.
Game Development Blog
Sunday, December 9, 2018
Wednesday, December 5, 2018
Blog Post 12
Week 12: Audio
What was my audio?
I recorded a stack of books falling off my table. This could be used for a number of things in gaming. I recorded it with my phone so the quality is obviously not the best quality that it could be. But it could be used for a number of objects falling. It could be used for a body that was just killed and falls, or anything like that. For the ambiance, I simply recorded for a few seconds while sitting in Slane.
Copyright:
Because I am the one that recorded all of the audio I do not believe that there will be any kinds of copyright issues. They are copyrighted by me because I am the one that recorded them.
Trademark:
Nothing here could be a trademark issue because there are no outside sources used.
Trade Secrets:
The trade secrets of this may be the kinds of books that are used (Hard covered, paperback, etc.) and the right mixture to get the exact sound that they want for whatever it is they are trying to impersonate.
What was my audio?
I recorded a stack of books falling off my table. This could be used for a number of things in gaming. I recorded it with my phone so the quality is obviously not the best quality that it could be. But it could be used for a number of objects falling. It could be used for a body that was just killed and falls, or anything like that. For the ambiance, I simply recorded for a few seconds while sitting in Slane.
Copyright:
Because I am the one that recorded all of the audio I do not believe that there will be any kinds of copyright issues. They are copyrighted by me because I am the one that recorded them.
Trademark:
Nothing here could be a trademark issue because there are no outside sources used.
Trade Secrets:
The trade secrets of this may be the kinds of books that are used (Hard covered, paperback, etc.) and the right mixture to get the exact sound that they want for whatever it is they are trying to impersonate.
Sunday, December 2, 2018
Thursday, November 1, 2018
Blog Post #10
Blog Post #10
Dates:
Week 1: Nov. 5-9
Week 2: Nov. 12-16
Week 3: Nov. 19-23
Week 4: Nov. 26-30
Week 1:
Get the textures done and uploaded to UE4, place them in their appropriate spots with a majority of the level created, aesthetics only.
Week 2:
Widgets in progress, this includes start screen and functionality of the game.
Week 3:
Level programming done, functional game, still has bugs and things that need to be fixed
Week 4:
Completed game fitting the guidelines assigned, fixed bugs, make it look aesthetically pleasing, everything is functional. Can still make some minor changes.
Dates:
Week 1: Nov. 5-9
Week 2: Nov. 12-16
Week 3: Nov. 19-23
Week 4: Nov. 26-30
Week 1:
Get the textures done and uploaded to UE4, place them in their appropriate spots with a majority of the level created, aesthetics only.
Week 2:
Widgets in progress, this includes start screen and functionality of the game.
Week 3:
Level programming done, functional game, still has bugs and things that need to be fixed
Week 4:
Completed game fitting the guidelines assigned, fixed bugs, make it look aesthetically pleasing, everything is functional. Can still make some minor changes.
Monday, October 29, 2018
Blog Post #8: Textures
North College Carpet:
The carpet I used was a different kind of pattern and was meant to repeat, but down a long skinny room unlike the one below. This made it a little awkward looking and made me realize I would probably use a different carpet for a room like the default one in Unreal. I learned how to create the texture for a object or for a room.
Blog Post #7: Function Component
Saturday, September 29, 2018
Blog Post 6: Agile vs. Waterfalls
Blog Post 6: Agile vs. Waterfalls
Pros to Agile:
Pros to Waterfall:
Pros to Agile:
- More flexible: This method consists of mostly trial and error. When using this method, you begin a basic visual product. Then take a look at the product, establishing its flaws, then work to fix them. This process seems to focus less on due dates, it seems as thought they do not have to rush to finish a game in a respected amount of time but instead release it when it is done.
- Instant demonstrations: The focus of the agile method is to get a demonstrable product, as quickly as possible. Produce vertical slices of the game that represent the most crucial and vital parts of the game. There is a belief that a working, interactive demonstration is far more valuable than a written document.
- Human Touch: Instead of using tools and processes it seems as though the trust is in the creativity and customization of the designer. Rather than just going through a process, the designer can just use logic to fix the bugs and other problems.
Pros to Waterfall:
- More organized: The waterfall method is run almost as an assembly line. This would mean that everyone does their specific part and then hands the product on to the next person for them to work on. Since this is known as the "traditional methodology". Experts today are much more familiar with it, making it more simple to use
- Easier to manage schedule: With the Waterfall method, many different people are doing many different things at the same time. It makes it easier to schedule because you do not have to wait for each individual person to be done to hand it on to the next person
- More understandable: With distinct deadlines, it is easier to follow and plan for when and how much work you are to do. You can plan ahead, and are more likely to get the game done in time.
Relating to my role:
My role for the moral choice game is Level designer. I like the agile method better because I am someone who needs material evidence to believe we are moving forward towards our end goal of a finished product. This appeals to me as a level designer because I can quickly draw up some sketches for the room that the game takes place and we can put them into Unreal rather quickly. Our group having regular meetings helps me in particular because I get to know exactly what people are imagining this room to look like.
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