Thursday, April 22, 2010

Perry's Post Mortem

Describe our game. The game we worked on is a first person prison shooter. We worked together to create a multi-player game where you run around the level as inmates armed with 4 different weapons you find on the levels.

What went right? The game worked that was a great start for us. I created 4 workable weapons for us to use and customizing buttons to look like license plate for the splash screen gave it a prison type feel for it.

What went wrong? My texturing is getting better but it's still pretty much a weakness for me that I need to continue to work on. Some of my assets were rushed with the texture. Me not giving Lance all the assets together hurt because I took it for granted that he had them to put into the level.

What I would do different? Always make sure that I write down daily things on a list so I'm more organized with my folders and files. Put more time and detail in each texture for the future.

As a team all of us accomplished alot of things with this project. Paul gave me some help with making the cross hairs and mounting the guns. Lionel created some awesome inmates and Lance created the level the best he could. I'm proud being a part of this team great job guys.

Post Mortem

        Our game, the Prison Block Battle is a first person multiplayer shooter for the PC. The premise of the game is that the U.S. Prison system is overflowing and needs to be cleared out. In order for the system to get back on track the government set up a tournament program in which the worst criminals are forced to battle to the death. That last man standing gains his or her freedom and will be able to rejoin society once again.
  
        Several things during the development of our game went right. First and foremost we got things working that we wanted working. The main things we focused on were the ability to switch multiple weapons and have different playable characters. The overall implementation of our project as a whole was quite successful.
   
        Now not everything will go quite smoothly. The main parts that didn’t go quite as well were really on the software end.  During the level design the software being used would occasionally falter. For instance when trying to implement certain geometry into the second level, the collision would not export with the geometry.  In the second arena this was a major issue during development. Once most everything was done but the third level the problem was most prevalent.  Every object created after a certain point just would not maintain collision. This resulted in a less than stellar, but still playable third arena. Finally, the milestones I set for myself were a little too lofty for me due to external influences such as work.
   
         If I could rewind time and go back five or so weeks there are some things I would do definitely. First and foremost would be that I would not set such milestones as I had. Instead I would also take into account specific days I’d be working and would have less time to work on certain things along with other class work. Then I would also improve my work flow in general. Instead of building one specific level all the way through before moving on I would first create the block-ins for each level. After that would be a test to make sure that collision works properly followed by the texturing phase. Lastly would be the implementation of objects such as ammo and weapons amongst other things. Lastly I would ask others for help with development if they have no other tasks of their own to accomplish.

Friday, April 16, 2010

Last Blog

So I didn't make my last milestone sadly. Technical issues ran rampant on me making it difficult to get much done. It seems everytime I try to make something in Constructor (more like Destructor) on my home computer something breaks.

One instance it could be that one of the objects end up missing collision meshes. I know that it's normally caused by objects improperly intersecting with each other, but I know for a fact that that isn't an issue. I could create just a simple block and test it and the collision is still bad.

Another issue seems to be that occasionally my applied textures don't necessarily save out properly. What results when I try to test in the engine is that the engine will just crash. Apparently the texture was replaced by an error texture and completely removes what I had in use originally.

Now that that is out of the way I can update everyone on my progress. I have now two and a half levels completed. All that remains left is to finish up the third stage, apply textures to them all (a quick task in general), then drop in item placement and player spawn points. I still need to add a killzone, but that will be a very quick addition. This work will be done by the time we have to present our game to the class.

Blog 9_Lionell

will it's the final blog. My job as of now is to animate each charcter with thier own animations. Its very difficult but I'm sure I'll make it work. Also on Sat I hope to get some assestance on the project from paul.

So far I've exported all the animations for Fat Face, I have 5 animations in total the root, run, jump, side, and die; but in torque the jump and death animations dose not work. So, I've decided to move on to awsome face and rape face.

I'm creating the animations and exporting the character to make sure it works.

Thursday, April 15, 2010

Final blog by Perry

What stage I'm at in our project?I textured all the assets we needed and fished importing the stuff for lance to put some things into the level and Paul has the 3 main weapons

Did I change my milestone?yes my milestone changed we didn't need a door for our level so I just focused on texturing and splash screens instead.

How did I deal with the problems?I had some issues with our guns and had to have some final stages fixed by Paul with the aiming sights.

How I spent my time with my problems?I did alot of tutorials on texturing this week it helps with most of my assets but I need to still practice.

Evaluate other group members?lionell worked on the characters, lance was working with the level and Paul was helping make the crosshairs for our weapons.

Friday, April 9, 2010

Blog 8_Lionell

Shit is hitting the fan. We only have one weak left and I only have one character done. I sware I will not pull this team down.

The fat face character is done, and thanks to perry I got the guns so I can make the animations (Root and Run). Just to let every one know, all the characters will have the same animations; there is no way around that.

Hopefuly this sunday I can get back on track and complete Awsome face and Rape face. My limits are starting to show and my after burners are at the ready.

CAUTION: WHEN MY AFTER BURNERS ARE EMPTY I WILL BECOME USELESS!!!

Thursday, April 8, 2010

Blog #7 by Perry

What stage am I at for our project? I'm done modeling assets and now its time to finish up with texture for the assets.

Did I change my milestones? yes I had to create more assets for our level and some more weapons for our game.

How did I deal with the problems that came up? I tried to learn by trial and error and Paul was giving me some pointers to use for when I go back to fixing the mount point.

What is working and isn't working in our project? the mounting of the weapons is driving me crazy this week. I will get this problem fixed soon.

Evaluate the team as an whole? today we got to play a little mini game with our stuff we made and its was pretty fun.