Thursday, June 30, 2011
Prefabs and Scripts set with Materials
The build on dropbox is set with the new scripts and materials from Gidget. I made prefabs of all the blocks so it will be easier for the level designers. If you have a previous form of the build please look at the prefabs and scripts folders on dropbox and make sure they look the same. I got rid of the global block and trigger and replaced it with a simple boolean on all the blocks. If you want it to be a global block to control at any and all times, simple check the box. If you have any questions, feel free to email me at zachgrz@yahoo.com. Emails go straight to my phone so I will get them right away.
Level Design Milestone 1
Hey all my level designers,
Since I was not here on Tuesday we got lots to do. I want all my level designers to come up with at least two (2) level design maps. If you want to make more that two (2) that is all the better. Use all the blocks for your level or just use one of the blocks. Please create the level maps FIRST before you decide to make them in Unity. Zach is continuing to streamline the code and Alyssa is going to be making textures for the block and dropping them in the drop box for Zach to apply to the blocks. If you don't mind doing your level designs over and over and over again please feel free to make them in Unity. I would think by Tuesday all should be updated and consolidated in Unity.
I have 4 others and myself as level designer. There is no reason that we cannot come up with at least 4 levels for this game by the time we are done. I am going to work on the tutorial level. I have already discussed this with Alex and Zach. Please concentrate on the actual playable level for this weekend. I know its the holiday weekend but you should be able to take at least your pencil and a pad of paper where ever you are going.
Two (2) level design maps per person due on Tuesday July 5, 2011. I will expect them to be complete and detailed.
Have a good and safe weekend. Don't drink or party too much but have some fun.
Since I was not here on Tuesday we got lots to do. I want all my level designers to come up with at least two (2) level design maps. If you want to make more that two (2) that is all the better. Use all the blocks for your level or just use one of the blocks. Please create the level maps FIRST before you decide to make them in Unity. Zach is continuing to streamline the code and Alyssa is going to be making textures for the block and dropping them in the drop box for Zach to apply to the blocks. If you don't mind doing your level designs over and over and over again please feel free to make them in Unity. I would think by Tuesday all should be updated and consolidated in Unity.
I have 4 others and myself as level designer. There is no reason that we cannot come up with at least 4 levels for this game by the time we are done. I am going to work on the tutorial level. I have already discussed this with Alex and Zach. Please concentrate on the actual playable level for this weekend. I know its the holiday weekend but you should be able to take at least your pencil and a pad of paper where ever you are going.
Two (2) level design maps per person due on Tuesday July 5, 2011. I will expect them to be complete and detailed.
Have a good and safe weekend. Don't drink or party too much but have some fun.
Tuesday, June 28, 2011
New Scripts for Level Designers on Dropbox
I have updated the scripts since class today. I changed the scale, rotate, and scale and rotate options from the 3 check boxes to a drop-down menu. The only thing you need to do after changing to the new scripts will be to reset the block type and maybe some of the variables on each block. Sorry for the inconvenience, Chris told me to change them from the booleans to an enum after I had given you guys the tutorial, it's not major though. Please grab the scripts folder from the dropbox and all you have to do is merge it with your old one it should replace them without any issues.
Brandon - Asset Concepts
Here are some concepts of objects that would be found on a city street. I gave them a light and dark background to show their luminosity in different environments.
Sunday, June 26, 2011
Naughty Dragon Update
Okay so we went over quite a bit as a team and we are about to go into full work mode. So heres a recap of what we're up to!
We have two teams now, one team on art and one team on level design. Heres those team rosters again,
Art Team (Alex's Team)
Brandon
Taylor
Alyssa
LeRoy
Level Design Team (Rich's Team)
Rob
Josh
Brian
Ryan
The purpose of these teams is to divide the workload into two simple parts. The design team will simply design the level, and the art team will create the assets, textures, and all around look and feel of the game. Anyone from the art team will directly report to myself on completed tasks and any questions they have, in the rare case of my absence Rich will be covering for me temporarily until I next return. Same thing goes for the design team and Rich, tasks completed by design report to Rich for further instruction.
Teams can also borrow other team members from the opposite team if necessary, and if they can spare a member. If something needs to get done on time Rich or myself will as the other if they can spare any member of their team, if so then that member will begin working on something for that opposite team for a period of time.
Remember just because we are on teams doesn't mean you cannot or will not be doing work for both ends, or communicate with both ends. You'll be capable of doing so, we are just getting organized as a group to work on this project more efficiently.
We will have weekly meetings as an entire group (both art and design), and daily meetings as teams. There will also be quick ad hoc Lead meetings to make sure everything is going smoothly and both sides are fitting together nicely during production.
At weekly meetings I expect people to begin taking notes if they haven't been doing so already (myself included). This way we can all be sure that everything was covered and everyone is absolutely on the same page. If someone is absent they can look at the meeting notes of another team member.
Speaking about absences, these are absolutely unacceptable, tardiness included as well. We all need to be here on time ready to go, each minute we have in class is crucial to proper development of the project. There are excused absences yes, but that is reserved for family emergencies or personal health issues. Car issues are included in this because it does happen as well. But I can't stress how important it is to be there on time and the entire time of class. We have a big work load ahead of us!
The game is going to have a total of eight levels, five tutorial, and three actual levels. On Tuesday I'm expecting from the design team three map layouts of the tutorial levels, and two of the actual levels. Tutorial levels will be one block themed, meaning there will only be one type of block in that level (rotate, expand, etc.) and no other interactive block. I have this task for you guys until Rich gives you all actual instruction.
Also Tuesday will be an important day, Zach will cover the new way the design team will be building levels. Its very very simple, and I feel that its a much more streamlined and efficient way of doing things. Once you guys get trained on it you're going to feel the same way. Yes it is unfortunate that the work you guys have done will need to be tweaked once again. However, what you have is a learning experience from that. You know how the game works, and what to expect, now that you understand the basics you can move to this newer and easier build and hit the ground running. This happens all the time in the industry, its even happened to us before! (Torque to Unity move)
The art team will each have individual tasks. Currently Taylor will be drawing a model sheet and more concept for the gauntlet prototype, as will I. Brandon and LeRoy will be our modelers and asset designers, you guys come up with concept sketches of different assets that would or could appear in game and get prepared to model those as well. Alyssa will be our texture artist, shes already begun to get moving textures working, and I expect to see more as assets slowly come about.
I hope you all had a splendid weekend, and to those that went to graduation I am absolutely jealous that you got to see an AMAZING commencement speech by Mark Soderwall, great guy it was nice to have the chance to talk to him on Friday. So lets come in with fresh minds ready to roll on this project!
We have two teams now, one team on art and one team on level design. Heres those team rosters again,
Art Team (Alex's Team)
Brandon
Taylor
Alyssa
LeRoy
Level Design Team (Rich's Team)
Rob
Josh
Brian
Ryan
The purpose of these teams is to divide the workload into two simple parts. The design team will simply design the level, and the art team will create the assets, textures, and all around look and feel of the game. Anyone from the art team will directly report to myself on completed tasks and any questions they have, in the rare case of my absence Rich will be covering for me temporarily until I next return. Same thing goes for the design team and Rich, tasks completed by design report to Rich for further instruction.
Teams can also borrow other team members from the opposite team if necessary, and if they can spare a member. If something needs to get done on time Rich or myself will as the other if they can spare any member of their team, if so then that member will begin working on something for that opposite team for a period of time.
Remember just because we are on teams doesn't mean you cannot or will not be doing work for both ends, or communicate with both ends. You'll be capable of doing so, we are just getting organized as a group to work on this project more efficiently.
We will have weekly meetings as an entire group (both art and design), and daily meetings as teams. There will also be quick ad hoc Lead meetings to make sure everything is going smoothly and both sides are fitting together nicely during production.
At weekly meetings I expect people to begin taking notes if they haven't been doing so already (myself included). This way we can all be sure that everything was covered and everyone is absolutely on the same page. If someone is absent they can look at the meeting notes of another team member.
Speaking about absences, these are absolutely unacceptable, tardiness included as well. We all need to be here on time ready to go, each minute we have in class is crucial to proper development of the project. There are excused absences yes, but that is reserved for family emergencies or personal health issues. Car issues are included in this because it does happen as well. But I can't stress how important it is to be there on time and the entire time of class. We have a big work load ahead of us!
The game is going to have a total of eight levels, five tutorial, and three actual levels. On Tuesday I'm expecting from the design team three map layouts of the tutorial levels, and two of the actual levels. Tutorial levels will be one block themed, meaning there will only be one type of block in that level (rotate, expand, etc.) and no other interactive block. I have this task for you guys until Rich gives you all actual instruction.
Also Tuesday will be an important day, Zach will cover the new way the design team will be building levels. Its very very simple, and I feel that its a much more streamlined and efficient way of doing things. Once you guys get trained on it you're going to feel the same way. Yes it is unfortunate that the work you guys have done will need to be tweaked once again. However, what you have is a learning experience from that. You know how the game works, and what to expect, now that you understand the basics you can move to this newer and easier build and hit the ground running. This happens all the time in the industry, its even happened to us before! (Torque to Unity move)
The art team will each have individual tasks. Currently Taylor will be drawing a model sheet and more concept for the gauntlet prototype, as will I. Brandon and LeRoy will be our modelers and asset designers, you guys come up with concept sketches of different assets that would or could appear in game and get prepared to model those as well. Alyssa will be our texture artist, shes already begun to get moving textures working, and I expect to see more as assets slowly come about.
I hope you all had a splendid weekend, and to those that went to graduation I am absolutely jealous that you got to see an AMAZING commencement speech by Mark Soderwall, great guy it was nice to have the chance to talk to him on Friday. So lets come in with fresh minds ready to roll on this project!
Wednesday, June 22, 2011
Okay Next meeting
I'd like to run through a demo on how to build levels with the new script we have for the blocks. It should be much easier because from what I saw from mechanics side is that its all on one script. So in other words, one block, check the type of block you want it to be, put that texture on it and voila.
Zach will run that the next meeting we have. There is also a new control scheme that I'd like everyone to try out and give feed back on which Zach I'm sure will also show. Great work mechanics team! This should make a more efficient and easier work flow for everyone.
Zach will run that the next meeting we have. There is also a new control scheme that I'd like everyone to try out and give feed back on which Zach I'm sure will also show. Great work mechanics team! This should make a more efficient and easier work flow for everyone.
Power Point
Hey everyone,
I just downloaded the power point presentation for thursday. Please take a look at it and add to the presentation. I do not have any concept art but I am sure Alex and Taylor were working on that yesterday. If you cannot get access or do not have power point on your computer think of some things and I can add them on thursday before we present.
I just downloaded the power point presentation for thursday. Please take a look at it and add to the presentation. I do not have any concept art but I am sure Alex and Taylor were working on that yesterday. If you cannot get access or do not have power point on your computer think of some things and I can add them on thursday before we present.
Wednesday, June 15, 2011
Tuesday, June 14, 2011
Welcome to the blog!
Hopefully we won't have to go through another name change and can continue to work under this name. Welcome fellow Naughty Dragons!
Subscribe to:
Comments (Atom)