By May 10, as Character Artist, I will have evidence of making expressive and efficient animations for the characters by following The Animation of Phoenix Wright by New Frame Plus for Session 5.
PRE-PRODUCTION – INQUIRY
Leaders in the Field
Aryo Jati Darmawan Founder of Voracious Games, (Development studio behind Potionomics) with a predominant focus on the artistic direction and game design.
This is the game that I worked on, and there is credits in the game to say what I did.
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
I was a problem solver by fixing issues that had come up from having multiple people with multiple styles of programming. For example we had an issue where the game couldn’t tell when to remove potions from the players inventory, I learned through troubleshooting that the problem was due to the inconsistent use of namespaces. The solution that I found was to create a separate script that had the ability to transfer functions and variables up the namespace chain so that they were accessible to the all scripts.
Ways of Working (Communication & Collaboration)
I worked with Connor to troubleshoot a script that was intended to play a random walking sound effect.
Tools for Working (Info & Media Literacy)
I used the Unity Documentation to find ways to make my programs work.
Ways of Living in the World (Life & Career)
In this session I learned to be able to work better with others on scripts.
Reactions to the Final Version
The most important reaction was that the game looked unfun because the gameplay loop was simplistic and didn’t give much feedback. other reactions were that the city looked bad, the UI was very bare-bones, and there was little feedback to if an action did anything.
Self-Evaluation of Final Version
In my opinion we did the best we could with a bad idea. The game idea was written down on paper and it seemed fun then but in practice it was far to slow and the decisions were not interesting. Another issue was that we were aiming far out of our weight class in terms of complexity and so while we got the game done it was incredibly difficult to make the systems work.