Thursday, December 16, 2010

Blog 10: James Henderson Jr

1. What went wrong?

The Pirates of the Unreal project in my opinion went very well and is the best project I ever done. To be honest there was nothing that went wrong. The game came out perfect and we were able to do everything we said we were going to do from day one. The only thing that was a little bit of a pain was the textures, but that wasn’t a big deal as it was a quick fix. In my opinion the project went perfectly.

2. What went right?

The Pirates of the Unreal Project had everything going right for it. We got everything we wanted in the game. All our assets turned out great and our landmarks were on point. We were able to get the lighthouse to shine a light to the cave and get the boat moving inside. The sea monster was great and that took a while to make, but it turn out fantastic. The overall level layout was on point with the diagram layout we did; everything was solid from day one.

3. What would you have done differently if you started over?

The group had some great ideas for the level and I was able to draw out a layout of the map that the team could agree on and we made it. I would not have done anything differently honestly. The project turned out great and I enjoyed every moment of it with no problems.

Week 10 Post Mortem: Angie Gomez

What went wrong?

I wouldn’t say that much went wrong with the level. Instead, I would say that we had to change some things, but it didn’t take away from the end result of the level. Other than the more advanced Kismet animations that we had originally planned on, nothing too big was changed. It was a lot of little things with the level, here and there. A few collision issues and problems when models would partially disappear, but those were usually resolved easily. I had some trouble with a few of the Kismet operations, because I really only know the basics of animating and setting up triggers. It was mainly the Boolean operations that tripped me up, but I found a few loopholes to work it out in our favor. Besides that, the level process was generally successful.



What went right?


All the assets that were produced came out great. They contributed greatly to the overall theme we were going for. I utilized the unreal assets as much as possible to fill the level out, and those meshed well with the rest of the environment. The fire particle system turned out good, to my surprise. I was just glad to get it working, personally, and it really added to the scene I think. The collision on the ship worked great. I thought we were going to have a lot of problems with that, but it was actually quite easy. I was glad that we had time to add in music and sound effects to the level, I think that was the last bit to tie everything together. The end result of the Kismet animations and operations was successful. People seemed to enjoy the variety in them.



Lessons learned
Looking back, there isn’t too much I would change. I’m quite pleased with the end result, and there wasn’t too much of a struggle throughout. I tend to shoot out of scope, usually with all my projects, but this one leveled out. We didn’t accomplish everything that we had in mind, or that I had in mind rather, but we hit a happy medium. It’s good that I work with teammates sometimes, they keep me in line.

Week 10 Post : Michael Morgan

1.     What went wrong?

The main thing that I could see that went wrong was the size of the ship compared to the player. Unless the player was a midget pirate I don’t think it worked for me. I think wrap around stair might have worked better with the light house but I was just as happy with the ladder.

2.    What went right?

As a whole I think the level came out really well. From the brainstorming process at the beginning to the final project I think we reach our goal. The assets came out good and they all fit the theme of the level. As soon as you get dropped into the level it says pirate to me and the music further adds that feel. I was happy that all the triggers got finished and the boat actually sailed into the cave. Finally the sea monster fight scene was awesome.

3.    What would you have done differently if you started over?

The only thing I would have done differently was watched what things were designated to which person. Other than that I would have probably just added a couple things like animations, making the light on skull cave more noticeable, and probably adding more enemies.

Saturday, December 11, 2010

Week 9 Blog: Angie Gomez

The level is just about complete. I finished the rest of the Kismet animations today and the level is completely playable all the way through. The theme song that James found fits really well. I've been singing it all day. It's rather catchy. The seamonster was an awesome addition to the cave, and I really like how the spiders turned out. I actually don't like walking near them now, they're a tad freaky. I'm thankful for all the effort that went into the assets from my teammates, without it the level's theme wouldn't be as clear. Like James said, the playtests went well. People always enjoy trying to break out of a level when they playtest it, but I think I've finally blocked off all their ways of escaping now. I also tweaked the level a bit so the player still thinks they can roam wherever they please, but it's actually quite linear so it keeps them on track. I'm excited to present the final product on Thursday. It's finally looking like our own unique level.

Friday, December 10, 2010

Blog 9: James Henderson Jr

it has been a great nine weeks and now going on into the final week, week ten, I am happy with our project. It looks really great and I am very confident that everyone else will like it too. All our assets is in and textured, There was still the matter of fixing the sea monster texture. The sea monster turned out better then I expected and he goes right along with the level. During play test two, the people who played our level were really impressed and they enjoyed playing the game. I was really excited to show someone outside of class and get there opinion, about the game. While wrapping up the level we added some music into the game. I found us a theme to use and we decided to put that into the game as background music. It gave us a little trouble, but it worked out fine, Also the part I am excited about is getting the boat to move. Thanks to Angie she was able to make the boat move into our cave and it looks really awesome. I am so proud of this level and the way it came out, from the start we kept what we said we were going to do and now its about to be complete, its like i said, it seems it has been a fun journey for us and now it comes to a end. We will put the final touches on the project on Tuesday and be ready for Thursday. Great job everyone

Saturday, December 4, 2010

Week 8 Blog: Angie Gomez

I was a bit nervous this past week thinking that we might be falling behind, but after working on the level Friday, I think we're still in good shape. That happens a lot to me around the 7 to 8 week part of the term. It feels like there's a million things to do still, but it all gets done. I managed to make a fire particle system over the week, with the help of tutorials of course. I'm quite proud of it, because I'm usually not so great with the technical side of things, but it wasn't too difficult. After I added that in to the torches in the level, I fixed the lighting accordingly. Some of the small assets have physics now too, because throwing things around is always fun. The Kismet for the lighthouse trigger is rough, but it's working. There's also a ladder now so it makes a bit more sense, and there's not just random orange arrows. The key for the lighthouse still needs to be done as well as the ship and cannonball. The cannonball is going to be my biggest obstacle I think. I have a vague idea how to do it though, and I still have some time to figure it out. The team has still been pumping out assets and working hard. I'm really looking forward to seeing James' finished model of the sea monster; it was already looking awesome. The level is definitely coming together!

Friday, December 3, 2010

Blog 8: James Henderson Jr.

There is only 2 weeks left and the project is almost done. I been very impressed with our progress. I believe the sea monster is the last big asset we need to add in the game. It seems with every term I have there is a good point, a stressful point, and a anger point. Lately I been stressed out and a little upset about some things. I may have said this before, but I try not to let what goes on in my personal life affect my work. I know that my team needs me, and I need them. I always been that person to want my group members impressed with me and hope they would recommend me again in the future. Our project has grown into a success, and I feel it has taken us on an adventure to say and now that adventure is about to end. When all is over I would love to work with Micheal, Jordan, & Angie again in the future. We worked hard on this project and now its about to be done. Like I said, I am almost done with the sea monster and he will be ready to export, Also there still some lighting and collision to get done so I am ready for this and I know the group is too. Great Job everyone