Wednesday, April 27, 2016

4/26 update (1 day late)

This week I plan on continuing to work in LMMS to see if i can come up with a unique song for the game.  As a back up (since i'm not terribly great and creating original music) I am continuing to search for songs that may work in the game.  I have found a few more possible songs, some with lyrics that I found a method that could remove the lyrics from the song.  I also suggested adding terrain grass to the level which the team seemed to like.  I am also going to continue to looking into this as the one scene i created was just a test.

Tuesday, April 26, 2016

4/26 Percentage system = ON

The percentage system is working well and just needs to be tweaked to have a better timing when there is a perfected tan.
The next thing on the list is to work on a menu scene (nothing fancy, just to make a global object) and connect faces on the marshmallows according to their percentage/tan/burn.

matt 4/26

This week i worked on implementing a global object to carry data from scene to scene. I am going to continue working on getting the faces to change by how much the mallow is cooked. Also am going to implement a basic main menu for testing purposes.

Wednesday, April 20, 2016

4/18 Update

I'm continuing to work on finding sounds/music for the game.  I found about 8 possible tracks to use in the final game.  I am also going to look into LMMS to possibly create our own music.  I don't know how that is going to go but I'm going to watch some videos to see how it goes.  We created some test levels to see a few different speeds of tanning and burning to use in the game and came to an agreement about what felt good.

Tuesday, April 19, 2016

4/18

I continued to work on solving the problem with rotating the stick properly. The main goal for me this week is to get perforce working and to fix up the code to make future levels easier to implement.

Monday, April 18, 2016

4/18 Scene Selection

The main goal for this week for me is to set up the scene selections. To go from level to level is key in our game to help continue the player forward which will connect everyones work together.

Also, finally trying to set up Perforce for our Unity build (its about time xD).

4/18 Schedule

Viewable Schedule

https://docs.google.com/document/d/118xxWcSGJ6EPUHYdOQZl5c95UBMZiwjBitZO-07Bmi0/edit?usp=sharing

4/18 - Design Update

After testing to see how well the first pass on skewer/stick design fared in-engine, I've decided to redesign two of the three skewers/sticks we have so far in order to make them more challenging for the player. As it stands, our current designs are still too simple.

I'll hand off the physical prototypes of these new skewers/sticks off to our artist. After she models it, I'll test it again in-engine and see how the new designs fare. If I have to, I'll redesign them again based on how they perform. I'll also probably readjust the camera angles to accommodate the new designs.

I will also be working on designing a score screen that will fit our theme - right now it is just a simple GUI text box.

4/16 - Design update

I just got added on 4/16 so this post will be what I've worked on up until then.  I'll add a new post on Tuesday with more recent work.  I have been searching for and then added most of the sound effects in the game.  Several of them I've had to edit and tweak to better fit into the game.  I also found the temp fire pit we are using in the game.  We will most likely model our own but we may end up using the particle effects and the fire.  I originally did some coding for the two button press to eat the marshmallow but it refined by our programmers.  Based on feed back from the play tests in class, one tester had issues with rotating the wrist and accidentally hitting both buttons at once and eating the marshmallows when they didn't want to.  I suggested to the team to have the player hold those buttons down for a certain amount of time to eat the marshmallows.

Saturday, April 16, 2016

4/16 - Art Update

As artist I have modeled and exported 3 of the sticks that our designer gave me, and the marshmallow model to be used in game. I've drafted the facial expressions to be used for the different levels of completion.

For this week I'll be working on finishing the final stick that was given to me and animating the faces. I also am going to talk with the coders about what would be the best way to export the expression animations. I may also update the logo during a break. I'm also going to continue looking up how to's on rendering a 3D model to look 2D.

4/16 - Percentages and Game Controller

The coding is now set up that stops the action of ending the game on accident (pressing left and right together at the same time must be held for x secs to end the session). At the moment there is a Star Scoring System that is being used to see how well the player is roasting marshmallows. This data is used to see if the player can continue on to the next level/scene. At least 3 stars are needed to continue on out of five.

Instead of using the Star Scoring, we will be moving on to a percentage system to show how far the player was to reaching a perfect score. This still has to be implemented along with a "still" time for a gold tan to allow the user a chance to get a perfect score.

A persistent game controller is also next on my list so an object can control what scene is what and which scene the player is currently.

Wednesday, April 6, 2016

4/6 - Prototype

I have about 75% of the prototype done on my end. Closer to the fire the marshmallow becomes black from white. Matt and I are working on a prototype each. I'm hoping i can get feedback on the programming early enough that I can improve it before class.
What i need to figure out is how to go from white to brown and brown to black. (Unity is still new to me haha)
Next thing I'm going to work on tomorrow is a skewer with multiple ends so it can show the effects of burning the marshmallows.