Week 11 PPJ – Lukas

This final week our group met several times to solidify and rehearse our presentation. We met three times this past week, Sunday, Wednesday, and Thursday. I worked on some animations to make winning and losing more obvious and thrilling. A “poof” animation which plays when an object is collided with. The pig in Catch the Pig would simply vanish and no one would know the winner. So along with the poof animation I created a plus and minus animation that plays when rep is increased or decreased. (3 hours)

MinusAnimation    PlusUpPoofAnimation

I also finished the Tag Team Frenzy Teaser Trailer which can be seen through the link below. I added more gameplay footage and made sure to make it more frenzied. (2 hours) We met also for another 6 hours throughout the week.

Pros:

-Everything is complete!

-Tag Team Frenzy was fun to work on.

Cons:

-Project was a bit unclear in the beginning.

Total Time: 11 Hours 

Week 10 PPJ – Toni Ruffo

Hey! This is my second-to-last PPJ because next week I am graduating!!!!! These five years have been quite the adventure. But enough about that, let’s get to my week in Tag Team Frenzy!

We were off to a rough start this week. Our build last week was not up to our expectations and we spent a lot of this week getting it ready to do playtesting for last week, which was rough… As I type this, I’m eagerly pushing for people to be our last few playtesters. But it will work out!

Anyway, so I did the play test survey and updated the links early as usual, even though I was not ready to release the build to our testers. The survey was pretty much the same as last time, since we are just mostly in bug fix mode and not adding many new features. (30 minutes)

I did also fix a lot of the bugs assigned to me really early in the week, which was neat and gave me more opportunities to do other things later on. Here are some of the bugs I fixed:

  • Fix Missing Assets (1 hour)
  • Fix Team Color Sprites (1 hour 30 minutes)
  • Fix Second Player Reputation Bug (45 minutes)
  • Remove Bug in Character Select Menu That Goes Back to Red Team Again (45 minutes)
  • Sound Bars Are Backwards (5 minutes)
  • Game Never Ends (45 minutes)

At some point in between these bugs, I met with the team on Sunday. We mostly just discussed things that needed to get done and worked together on things. (2 hours)

I also did some sell pitch stuff! I updated the handout for the sell pitch and added more images to it, to give it more “frenzy” while still providing useful information. (30 minutes) I also met with the team on Wednesday night to practice the sell pitch for our presentation today. I’m feeling less confident in my lines than I did last week, for some reason, but I’m sure it will be okay. I’ll need to practice a lot more for our final. (2 hours)

Additionally, I’ve spent some time importing new assets into the build and fixing some bugs that came up during the play testing this week. (4 hours)

Here are some of the bugs that came up:

  • Pinball destroys reputation
  • Players keep moving while round changes
  • Some of the text and UI in the menus is cut off

Finally, for administration, I’ve updated the Scrum presentation with the burndown chart and gantt charts for this week. Here’s a bit of our gantt chart! I think we are getting better at estimations. (25 minutes)

A snippet of our gantt chart this week!

A snippet of our gantt chart this week!

Total Time: 14 hours 15 minutes

Positives:

+ We fixed the really buggy build from last week! Hooray!

+ All of our assets are coming in nicely.

Negatives:

– It was REALLY tough to get playtests this week.

– I did not get to controller input… Whoops.

Week 10 PPJ – Lukas

Our group met on Sunday and figured out what needed to be done to make the game more frenzied. We decided that the junk assets in Dodge The Junk should have eyes, a mouth, and be screaming as it flies across the ring. So I got to work making the faces and animating the junk. Here are two of the four assets in motion.  (2 hours)

output_RLCDpnoutput_kvj8sa

We also rehearsed our sell pitch. (1 hour) We found that some of our slides need more flare and images rather than text. So I created an image showing people playing our game in a party atmosphere and put it in the Sell Pitch. (30 min)

TTFFUNSCREENI also worked on setting up the SCRUM for this final week. (30 min)

Pros:

-Game looking more frenzied

-Enjoying the new art assets

Cons:

-Was unable to gather playtesters

Total Time: 4 hours

Week 9 PPJ – Lukas

This week I was tasked with 4 things.

  • Teaser Movie
  • Asset Enhancement
  • Dodge the Junk Animations
  • SCRUM

I completed the teaser trailer which took me (3 hours). The concept for the trailer came from the words used in our play test. I took words and phrases that players said about our game and put them into a fast frenzied word bank that populates the screen. I plan on having some art and making the sounds build even more.

Check it out here:

https://www.youtube.com/watch?v=HWnKu1C6sYY

For the assets this week, I was tasked to revamp the jumbo-tron that stands behind the ring. Adding more beams for support and increasing the visibility of the fuzzy television lines you see on old-fashioned tv’s. I also added the updated screen effect to the mini-game titles. (1.5 hours)

Screen.v3  SeekTheShiny.v2

My third task was to animate the objects for the mini-game Dodge the Junk. I rotated the object at a 45 degree angle multiple times to get the affect of the junk spinning as it flies across the ring. (1 hour)

ChairAnimation.v2 TomatoAnimation.v2

Finally, I created the SCRUM presentation for our week 9 presentation. (30 min) 

This week we met on Wednesday to practice our Sell Pitch and I think it went well. There are some kinks and our Sell presentation isn’t the most visually appealing, but it’s heading in the right direction.

Pros:

– Sell Pitch is coming along

– Game is coming along

– Completed all my tasks

Cons:

– Sell pitch is still dry and not “frenzied” enough in my opinion

– Wanted to do more work then was assigned but with holiday weekend I was unable to

Total Hours: 6 Hours

Week 8 PPJ – Lukas

This week I begun working on the teaser trailer for Tag Team Frenzy. Planning out the shots and the flow of the trailer. I want it to be intense and frenzied. I had collected all the sound effects and title screens and have organized them in an After Effects file. (2 Hours) I will have the teaser finished by next week.

The group met on sunday for (2 Hours) and we discussed the goals for the week and everyone’s requirements. I was tasked with three things.

  • Teaser Trailer
  • SCRUM
  • Screen Art Asset

For the Screen Art Asset, our jumbotron that stands behind the ring will show what mini game is up. I put a filter over James’ art asset of the mini game logos. (30 Min)

On Wednesday we met for the last time of the week and finished up our weekly tasks and organized for the SCRUM and Sell Pitch that we are practicing in class. (1 Hour)

Total Time: 5.5 hours 

Pros:

Slowly becoming more Frenzied

Cons:

Game is still buggy

Week 8 PPJ – Toni Ruffo

Man, this week was a crazy week for me. Between bug fixing, putting in extra time at my job, and other coursework, I didn’t get as much done as I had hoped. But I still got a lot done!

As usual, I worked on the play test survey on Saturday and got that up and running for people to start testing. This was the first “full” play test that we had, so it was a long survey but we got a lot of feedback. In addition, I added some new questions! Our data was pretty good, but I also have some ideas about how to make the survey better next week to get even better results. (25 minutes)

One of our new questions was prompting the user to select 5 adjectives that describe Tag Team Frenzy. We got a lot of responses for adjectives that we were aiming for (Entertaining, Frenzied, Party, Silly, Loud) but also some not so great ones (Boring, Dry, Relaxed, Calm). I’m really confused about the user who selected “Dark” for our game, but I digress.

Play Test Question

We met on Sunday for a little bit, just to get some stuff organized for the tasks that were coming up for the rest of the week. I’ve been encouraging the team more and more to use more accurate estimations and not just set the time for a task for the entire week. I think it’s going well! (1 hour)

Here’s a snippet of the gantt chart from this week, showing that not all of our tasks last the entire week:

Gantt Chart Snippet

Related to play testing, I held a very mild party on Monday to get people to play test our game in a party setting! These people were my roommates, who have made me play test their games before, so they had no choice. :)  At first it was super fun but after a few rounds the hype kind of died down. I have a lot of notes that I posted onto TeamworkPM here. I hope to get them to play again next week when there are less bugs. (1 hour)

Throughout the week I’ve done some bug fixes. This build was reaaaaallyy buggy. Here’s a general list of the fixes I did this week:

  • Remove microphone authorization request for standalone builds (15 minutes)
  • Knock back other player when you use a light move or heavy move (45 minutes)
  • Implement reputation for Make Some Noise mini game (30 minutes)
  • Add colliders and change layers on Make Some Noise arrows (30 minutes)
  • Reduce the points gained per taunt (15 minutes)
  • Fix mini game timer causing mini games to end early (15 minutes)

I intended to fix some other bugs as well, but I didn’t get to them this week. I don’t think they are the biggest issues, though, so I will work on them next week.

Also, I implemented some sound effects!! I added a sound for a wrestling bell ringing at the beginning of each round, and “hit” sounds for light move and heavy moves. I started adding a sound effect for the pig to squeal when it is caught, but it is not functioning properly right now. Maybe I’ll  make it alternate between squealing and oinking when it collides with things. (1 hour)

We met again Wednesday night, as we do each week. This wasn’t the most productive meeting for me, but I got people tp play test and I did administrative tasks! I was waiting on some animations before I could do some more work. But it was a good meeting and we worked on the scrum and looked at the sell pitch a little bit. (3 hours)

Afterwords, I started creating two of the new characters in the game–Space Pirate and Dog! The assets from Gina and James look great. I hooked up their animations and created prefabs for these characters. However, their scripts are not set up yet.. We intended to have that this week but I just ran out of time because I had to work extra. :( I intend to work diligently over the holiday this weekend to get this implemented further. (50 minutes)

Lastly, I’ve been working on some scrum stuff intermittently, such as the burndown chart and the gantt chart. Not much stuff there, just administration. (20 minutes)

Positives:

+ We have music and more sounds, it’s bringing things together!!

+ People seemed to like our game better this week. :)

Negatives:

– I did not finish all of my things this week. :/

– We might be a little behind on where we’re supposed to be for beta… but we did end up adding a lot of items during the week and I think that contributed to the issue.

Total Time: 10 hours and 5 minutes