Session #1-2 Production Project 2023

SUMMARY

Role

Character Artist/Things That Move

Intention (SMART Goal)

By Oct. 12, as part of team 6 as Character Artist, I will have evidence of making a simple interaction system in Godot by following Idle and Physics Processing Documentation for Godot for Session 1.

PRE-PRODUCTION – INQUIRY

Leader in the Field

Consumer Softproducts

Consumer SoftProducts, otherwise known as Ville Kallio, is a Finnish illustrator who developed and published Cruelty Squad.

Source 2

  1. Having good feeling games is a matter of lots of play testing
  2. Implement similar mechanics to the games that you enjoy
  3. Adding unnecessary side stuff can be good for a game’s mood

Training Source

Godot – Idle and Physics Processing

Godot – Groups

  1. Idle processing allows you to run code that updates a node every frame, as often as possible.
  2. Physics processing happens at a fixed rate, 60 times per second by default. This is independent of your game’s actual framerate, and keeps physics running smoothly. You should use it for anything that involves the physics engine, like moving a body that collides with the environment.
  3. The frequency at which the engine calls _process() depends on your application’s framerate, which varies over time and across devices.
  4. The function’s delta parameter is the time elapsed in seconds since the previous call to _process().
  5. _physics_process() runs at fixed time intervals as much as possible to keep the physics interactions stable.
  6. Groups in Godot work like tags in other software.
  7. You can also manage groups from scripts.
  8. To create a node from code, call its new() method like for any other class-based datatype
  9. To delete a node and free it from memory, you can call its queue_free() method.
  10. You can alternatively call free() to immediately destroy the node. You should do this with care as any reference to it will instantly become null.

Project Timeline

Proposed Budget

Evidence of Team Planning and Decisions

PRODUCTION – ACTION

The Game

The game

Skills Commentary

SlideShow

extra commentary that wasn’t in the slideshow;

  • I created the car asset from scratch based on simple concept art that I had made last year
  • I created a simple system to make the car look like it has a power band and an optimal shift point
  • I made the car’s engine noise increase in pitch in relation to speed to make it sound like it is revving higher

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Due to me changing what the project was midway through the work period I had to quickly make a game prototype that I could present. I had to decide on what elements would be useful to the game, and creative ways of working around my own skill limitations.

Ways of Working (Communication & Collaboration)

I asked for help from the Godot forums, and collaborated with strangers to figure out why my code wasn’t working.

Tools for Working (Info & Media Literacy)

I used the Godot Documentation to understand how their code works and how to organize a Godot project and game scenes.

Ways of Living in the World (Life & Career)

In this session I improved my skill at writing my own code without the help of guides, which is necessary to have a career in game development

Reactions to the Final Version

The car looks good –

The game is quite dark and hard to look at – Odin

Self-Evaluation of Final Version

The game worked well, the exhaust getting visibly red doesn’t look great, and the contrast is far lower than initially intended.

Grammar and Spelling

Grammarly

Editor

Giovanni

6/12/23 – 6/16/23 Weekly Work

Session Number:6
Week Number:3
Total Estimated Hours Contributed this Week: 4.5 hours
What is/was your overall goal for this week? My goal is to improve the ease of development for the rest of the team

Work Tasks 

Date Task Description Time SpentWas / Were your choices and work Best Practices? Why? 
6/12/23I am fixing some issues with the UI that have been found55 minThis is the best practice because it makes the game more functional 
6/13/23I am working on recommendations for LinkedIn55 minThis is best practice because it expands my potential online presence and improves my hire ability.
 6/14/23 I am doing more recommendations for LinkedIn, then helping team with code 35 minThis is required for the class 
 6/15/23I am going to be helping with code55 minThis is best practice because it ensures the quality of the game.
    

Personal Comments (Optional) 

Remember reflecting on your own choices and work can help you improve both. Are there any other comments you would like to include for your own reflection? If so, please enter them here: 

Production Session 3

SUMMARY

Role

Graphics Programming/ Things that are seen

Intention (SMART Goal)

By Jan. 13, as CharBy Jan. 13, as Graphics Programmer, I will have evidence of making the RenderPipeline following a tutorial by “CatLikeCoding” for session 3.

PRE-PRODUCTION – INQUIRY

Leader in the Field

Stayd Interview

The Process

Give a quick pass first

Use concept art and reference

Have intention behind decisions

Fast lighting by way of sins

Extracting texture variants

Wrapped Lighting

Training Source(s)

CatLikeCoding Render Pipelines

Notes:

Basic Generation of a Render Pipeline

draw calls

Directional Lights

Directional Shadows

Making point and spot lights

Making point and spotlight shadows

Adding fancy post processing

Project Timeline

due on, January 13th.

Proposed Budget

$7700 upfront and $15 dollars per game contributor.

PRODUCTION – ACTION

Shroombies

The Game that was made

Skills Commentary

Slides

I programmed the shader that is applied to the player model.

Connor made the music and sound effects.

Spencer made the enemy AI.

Jason made the game menus and UI.

Amanda made enemy animations.

Jaycie made the environment.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking

I was a problem solver because while I was making the graphics system there was a major issue with the rendering code was that caused the game to not display information. I solved this by adapting my shader code to work with the basic game without the broken code.

Ways of Working

I helped the team with the issues that came up. I used my knowledge of the Unity engine to help the people on my team to achieve what they wanted to do.

Tools for Working

The tutorial that I used in this session was made in an earlier time, so I had to learn how to update the systems in the shader to modern uses.

Ways of Living in the World

The skills that I refined here such as problem solving and communications will be helpful in the future where I will have less support from more experienced people and I will need to be able to work with a team and support a team.

Reactions to the Final Version

Nellie really liked the sliders and the accessibility options. Jessica liked the menu music. They both complimented the player model and gun.

Self-Evaluation of Final Version

The work that was put into the project was very well done and I am quite proud of what there is, but due to time constraints the level is not interesting to explore and fight in because of a lack of enemies. Another issue is that the shaders that I wrote were not very complex and they did not improve the product in any notable way. Finally the player did not feel satisfying to play, and there are still many bugs with the player movement. In the next session I hope that we (the team) can work to make the game even better.

Grammar and Spelling

I used Grammarly as a spelling check for this session.

Editor

Connor