SUMMARY
Role
Character Artist/Things That Move
Intention (SMART Goal)
By March 1, as Character Artist, I will have evidence of adding non combat interaction methods for the player by following a tutorial by Alexander Zotov for Session 4.
PRE-PRODUCTION – INQUIRY
Leader in the Field
David Helsby
David Helsby was on the animation team for Destiny 2, and has worked on many other projects past then.
what makes a Bungie game feel like a Bungie game
Design Pillars of First Person Animation
Making First Person Content That “Feels Good”
Training Source
Project Timeline
by the end of February 6th I will have completed all animations for this session and I will start implementing them into the game
By February 20th I will finish the implementation of the animations and they will work in the game.
By March 1st I will have ensured that there are little to no bugs that are noticeable to the user. I would define noticeable bugs as something that is unintentionally on screen, or something that prevents the player from completing the task that they are trying to complete.
due March 1st
Proposed Budget
$7700 upfront and $15 dollars per game contributor per month.
Evidence of Team Planning and Decisions
We used Trello to manage the tasks that we needed to get done.
PRODUCTION – ACTION
The Game
Skills Commentary
In this session I made the interaction system and added an example interaction of grabbing a healing item. During this session I also made the level, helped working on the technical side of the particle effects, tuned the fog to fit the scene feel that we wanted, and I lit the scene to emphasize the healing item.
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
While making the healing system I ran into the issue of the healing effect looping for far longer than it should have been, the healing effect doubled for one usage of the heal, and the debug log was showing that the heal was triggering multiple times. I solved this by learning more about different update methods and restriction methods. I solved the issue by making the healing effect turn off through an if statement that blocked all healing input for a unspecified duration. This solved the problem by preventing the method from triggering multiple times.
Ways of Working (Communication & Collaboration)
Multiple times throughout this session I needed to reference my other teammates scripts to learn how they did certain things and implement those methods into my own code. I learned how to understand the different styles of programming that each team member had.
Tools for Working (Info & Media Literacy)
I used unity’s documentation to build programs and optimize the scripts.
Ways of Living in the World (Life & Career)
In this session I learned how to read the code of other people, understand what the code does, and how to implement the functions in the code to my scripts.
Reactions to the Final Version
Hunter, a DigiPen student and advisory member, said that while the game has fun gameplay and looks like it can function, there is not a win or lose state in the game and as such this game cannot be called complete. Other notes that Hunter gave was that the UI was not fleshed out, and the enemy was not giving any sign that they were taking damage.
Self-Evaluation of Final Version
The final version of the game was a step up visually and mechanically from the previous version. the in game music sounded fantastic, the healing system is useful, and particle effects are significantly better. The
Grammar and Spelling
I used Grammarly for spell check.
Editor
My editor was the producer Spencer