Thursday, June 8, 2017

Contributions on the final product

My Contributions:


  • Combining original prototypes into one
  • Worked on some of the particles and trails on their first pass
  • Implemented some of the UI art that Malik made.
  • Wrote the first "tissue test" with our playtesting data.
  • Implemented animation and new models for the reaper.
  • Different balance tweaking and technical stuff throughout the quarter.

The only thing I can immediately think of that we used off the web was the miximo animation for the reaper casting and being idle. I'm sure some sounds and music were used, but edited heavily before use.

Final Game File

https://tinyurl.com/y9qv7mkc

Final Video

https://www.youtube.com/watch?v=HnvJqgK6SBc&feature=youtu.be

Contributions

Original:
-Mechanic design
-Soul school and behavior design and implementation
-Contributed to soul and hook code behavior
-Balance tweaks, game feel tweaks (many times)
-Game feel implementations (Hit stops, lerping)
-Sound implementation (sounds were decided by Xuan Chen)
-Bug fixing, code implementation
-Assisted in implementation of game UI elements
-Assisted in Main Menu implementation
-Lighting pass
-Acted as Producer, documenting and assigning tasks and schedules on Trello

Used:
The PostProcessing stack plugin that provided our motion blur, AO, etc was a publicly available free plugin. I created the PostProcessing profile for the game.
-Mixamo rig was used for Reaper
-Mixamo animations for frisbee throwing and 2handed sword idle were used on the Reaper
-Unity Standard Asset Pack was used
-We learned how to do multi-camera rendering that allowed our UI elements and souls to render on top of everything else here: http://answers.unity3d.com/questions/878667/world-space-canvas-on-top-of-everything.html Debani's post is the relevant one

My Contributions

This was a pretty challenging game for me to work on but I really enjoyed it.  As far as my contributions to the game go, I did:


  • The original casting mechanics
  • Bug testing and fixes on essentially everything
  • Some sound implementation
  • Assisted where needed with coding, most notably with souls, their collisions with things, and the way the hook interacts with them.
  • Starter UI Elements (Replaced by final versions)
  • Sound feedback and ideas
  • Other various small things
As for downloading things offline, the only things that I really downloaded offline or got from somewhere else were placeholders.  Things like sound effects and background music in original builds were from offline.  Other than that, everything was mine.  Some of my code was based off of old projects, but they were projects of my creation.  

Overall Contribution

I did some of the programming. I set up the scoring code. I did a few pieces of concept art. I redid the appearances and ui effects of the souls, which is what was seen until the final build when Malik finished his animated souls. I did the main menu, editing the art assets to make it fit, and to make the animated logo. I did playtesting every week to make suggestions and changes for the game. I also did the final playtest report. I spent a few hours trying to help find sounds also, so the endless mode music is the one I found off YouTube.

Wednesday, June 7, 2017

Contributions

This was a great team and a fun project to work on. These are my contributions:


  • 3D Model for the Reaper
    • Rig from Mixamo, Skin Weights done by me.
  • Individual Soul Particle Effects
  • Charge Bar UI Asset
  • Timer UI Asset
  • Some Concept Art