- 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.
Thursday, June 8, 2017
Contributions on the final product
Contributions
-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
- 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
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
- 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
Contributions
I created the meshes for the environment.
I created the meshes for the scythe.
I created textures using substance painter for the environment.
I created textures using substance painter for the Grim Reaper.
I created textures using substance painter for the scythe.
I created the art assets for the main menu and help menu.
I helped texture the UI that Malik created using textures from textures.com (https://www.textures.com/download/rockrough0058/4408)
The fonts used in the game were from dafont.com specifically from these two links.
http://www.dafont.com/ghost-theory.font
http://www.dafont.com/hacjiuza.font
Tuesday, June 6, 2017
Final blog post + Contributions
I have done all of the sound effects in the game, including the background music.
Things that I did not make but downloaded:
- Menu screen music
- Timed mode music
- Endless mode music
- A few sound effects were obtained from DePaul's sound library
Other than that, the majority of the sound effects were created and edited by me.
Wednesday, May 31, 2017
This is it
This week I did the final playtest report. I also finished up the art for the main menu and got that all put in. Made the logo have spinning souls. Malik or Corey are going to whip up a control page for the help option of the menu and then that will be done 100%. I'm mainly looking for bugs and things that need polish or tweaking at this point. Looking at a little bit of everything.
Tuesday, May 30, 2017
Continually Iterating on Art
Monday, May 29, 2017
Where We Stand
Final Stretch
Final Playtest Report
We conducted the playtest with one recurring playtester, and four new playtesters. In regards to UI, it was still a bit iffy to them. There were lots of things popping up at them with each soul, so trying to keep up and interpret it at the same time was hard. As Brian said also, the +/- souls were hard to tell how much they gained/lost exactly. We had mixed results about the diegetic ui, some saying it was fine, others wishing it stood out more to them.
In terms of sound, they said it was okay, but also still lacking and not blending into the game well. Some sounds were louder or much more apparent than others. There was confusion about what style of game it was intended to be (arcade, relax, rush) because of the sound feedback.
Overall game feel went well. There was unanimous approval of the environment aesthetics and understanding of what the game was about (Grim Reaper catching souls). Several made comments about the Reaper being green from lighting, but that was the only “complaint.” A couple mentioned that they liked the options to do manual/auto and timed/endless. One said it was like a practice kind of thing where they could sit back and get a feel and try to come up with strategies (if there were any).
It seems our biggest focuses in the last stretch are going to be spent on polishing/finalizing the UI. Getting the sounds in place and bug free and hopefully meshing them into the game world better. Sound has been worked on as a priority the past week, so that is updated. And UI is constantly being switched around and tampered with to try and find a good layout that feels good and makes sense for the game and for the player.
UI
I worked a bit on UI and the overall layout of it. I did trial and error with some of the existing art. I put in the menu twice, but we ended up going with different builds. So I will have to put it in a third time.
Tuesday, May 23, 2017
Art and Game Feel
There have also been further game feel and performance optimizations. There has been plenty of tweaking to make hitstops feel right, and the detection for catching souls has been refactored to be more efficient and consistent.
The game also now properly uses the launcher, where you can remap controls and pick between intentionally designed visual presets.
Thursday, May 18, 2017
Menu Art Pass
Tuesday, May 16, 2017
Implementing Art and Balance Changes
The focus was on implementing the vast majority of the art and making the game feel better overall.
Changes were made to the various schools, to make them more deliberate in how the player would interact with them, and the hook now takes time in between hooking souls to give the player a chance to follow the action. A hit stop is also included for game feel.
Monday, May 15, 2017
Sound effects complete
Thursday, May 11, 2017
Reducing the chaos
Some of these will need to be redesigned, as there are often too many souls on screen, particularly Penalty (red) souls.
Thursday, May 4, 2017
Particles/Colors
This week I went and played with the particle systems and color schemes we had going. I lowered the overall range of the glow the souls had since they were becoming too cluttered. I made them confined and bolder colors to represent each soul. I also went and shorted the trails of them a little and modifed the colors of them to match the souls. I did this for all the prefabs and the school groups.
Polish sounds, etc
Tuesday, May 2, 2017
Balance Tweaks and Communication
-Souls can slalom to give a greater sense of more dynamic motion
-The soul generator spawns souls more often, but now it spawns less schools per spawn. This is to encourage players to interact with individual schools and not get overloaded with information
-Penalty Souls now penalize less than Bonus Souls reward. This is to cut down on "Anti-Fun"
-Cut mechanic in which you would hook things while reeling in. This could sometimes cause the player to instantly lose if they reeled while Penalty Souls were coming in off screen. It also was the source a good deal of bugs, so for the sake of time we've removed it
To Do:
-Hitstops on hooks and add slight delay before a hook proceeds
-Slight camera shake
-UI pass and possibly icons for soul effects
Thursday, April 27, 2017
Tweaking and testing
This week I conducted more playtesting. The results are explained in the tissue test post. But a lot of our concerns were solidifed, and going forward we need to work on balancing and somehow showing the players what each color soul does. A suggestion was a small chart on the side of the screen. We are still getting mixed results for auto/manual rotate.
Beginning UI Design
Tissue Test
Solidifying an Art Style
Below are some of the art references that I really enjoyed and show what kind of look we will be going for.
Wednesday, April 26, 2017
More sound effects to be implemented
Playtesting and again
Tuesday, April 25, 2017
More Mechanics
As per the suggestion of Brian and other playtesters, there are now more types of souls and schools of souls that are designed in a specific way. These schools are meant to reinforce an intentional risk/reward relationship. Reeling in souls now also takes time, and is no longer instant. A new soul type can speed up your reeling temporarily.
Thursday, April 20, 2017
Basic sounds complete, needs polish
As for background music, I will not be able to produce my own, so I will either try to find someone who can mix music, or obtain a license to use the music and possibly remix them.
Art Stuff and Plans
Tuesday, April 18, 2017
Playtesting
This week I focused a lot on playtesting the game primarily. Testing the auto and manual mechanics, the visuals (including feedback), and watching for bugs to be fixed. Finding the best feel and combination of it all will be the test for upcoming weeks.
Environment and Additional Details
Blog 2
Production Plan
The plan is available at this board: https://trello.com/b/E3tkCP4L/reelgrimfish
If you need to be manually granted access email me at jon.r.sayer@gmail.com and I will get you access to the board.
Thursday, April 13, 2017
Creating sound effects, background Music
More sound effects coming for next week, fixing the chain sound effect, or scrap it (depending on the direction of the game). Will create more sound effects as needed, and help teams with concepts of the game as the core mechanics isn't set in stone.
Tuesday, April 11, 2017
The profound effect of pace
It is our plan to tweak many of the parameters of the game in regard to pace and come to a conclusion through playtesting and iteration which approach feels best. There is certainly a possibility for middle ground, in which the game is a bit slower, but big satisfying combo moments can happen to keep things interesting. Additionally, this could allow the player to approach the game to their own preference, where they can choose to maximize score quickly or kick back and relax.
Strength and Reeling in
Combining and Combonatorics
Brainstorming and Concept Work
In order to liven it up just a bit so that it doesn't just feel like so moody, I might go about adding some additional elements such as fireflies floating around to give contrast to the mostly blue world.
I'm looking to create parts of the environment by Thursday.
Friday, April 7, 2017
More Concept Work
What I plan on doing next week is getting designs for the Grim Reaper himself, that could be a good starting point for the rest of the designs to be built around him.









