Exhausting, but also exciting. That's what I would say about this week.
Why exhausting? Well, my goal for this week is to be completely focused and finish most of the engineering part of this game. But with all that class assignments, personal stuffs and all the other distractions, "completely focused" becomes a luxury. Things got so mixed up that I even forgot about my TB test on the Tuesday. Everyday there are new problems coming up. And it's funny and torturing to see how you make a twist here and it affects somewhere else of the program. One thing I learned about this week is that your work is not actually done or hasn't even really begun before you have any solid level design. But here comes the exciting part, by the time I'm writing this, we actually finished most of the functions required in the level design. Everybody is making a progress and I think we could have the game done by the next week.
Now, here is what I did this week:
Day1 - Set the player's rotation fixed so that he can't roll over now, figured out how the collision detection works, added a smoke object that would push the player in the sky, added a few platforms. Changed the background and the figure of the player so that it would actually look like a cheese. Added colors to the whole scene so it would look a little bit presentable on the class (And actually it went pretty well that day).
Day2 - Think about what to do next and what features to add, find out I can't do anything without a preliminary level design.
Day3 - Met with the team and agreed on a level-design for the tutorial level.
Day4 - Had some problems to match the physics world to the terrain and found out a torturing way to get it done.
Day5 - Started working on some features with Vaibhav to fit the level design
Weekend - Finished the speed booster and the smoke area, added a animation layer of the boost-jump and smoke-collect for the player. Merged the code Vaibhav and I wrote, and now we had a rough scene to play-test on.
What could have done better:
I should manage the time better, cause now it's just a total chaos. Maybe I should work out a schedule or something.
What's next?
What's left is the layers of the scene that we talked about, the score system, a animation to the ingredient when the player gets it and a parameter to track the score, the interface and the menu of the game, and a trigger for the end of the tutorial level.
I can't wait to see our final prototype.
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