WEEK 8 PPJ – James Fulmer

This week was a good one for me as I caught up on some things that I’ve been meaning to do for a while. I drew and animated the crowd which took me about 2 hours, animated the Dog for 4 hours, and finished the title music, SFX editing, and an unfinished battle track for 5 hours, as well as the Blue Team board animation and an updated Game Over screen which each took an hourBLUE_BOARD_MOCKUP_001 TTF_Crowd_Render_00 TTF_DOG_SHEET_HEAVY TTF_DOG_SHEET_LIGHT TTF_DOG_SHEET_PICKUP TTF_DOG_SHEET_TAUNT TTF_DOG_SHEET_WALK

It was a good show, we met on Sunday, Wednesday, Thursday. Things are swimming along swimmingly. Time to polish, polish, polish!

Total Time: 13 hours

Pros:

Got done stuff I’ve been meaning to get to.

Cons:

Man this stuff still took me a while.
I wish I could’ve finished more music stuff, but that’s next week.

Week 8 PPJ – Ryan Smith

For this week, I had a number of things that I wanted to get done. They were mostly small stuff, but there was quite a bit of it, so it took me a bit to get them all done. The first task that I had to figure out was how to get our menus put together. Right now, you can travel between all of the menus! The system was a snap to put together, just took a little bit of time to build. In addition, I also worked on getting our first music track together. Right now, we have one track that loops over our menu screens; we have plans to create a new track for the actual gameplay portion. The process of getting the soundtrack to stay consistent over most screens was actually pretty complex; I had to learn how to use a new function, the DontDestoryOnLoad function. However, I was having issues where it would spawn a new soundtrack object whenever you returned to the main screen. Looking around, I found out that it when the opening screen loaded, it combined a reinstantiated soundtrack object with the soundtrack that hasn’t been destroyed. As such, whenever the game transitions back to the opening menu, this code was used to destroy the old soundtrack:

GameObject music = GameObject.Find (“Soundtrack”);
if (music) {
Destroy(music);
}

The biggest task I had to accomplish this week was creating our character select screen. Unfortunately, we weren’t able to figure out how exactly we wanted to implement everything; that, in combination with some assets getting to us a bit later than expected, we couldn’t get the full version implemented. However, I was able to setup the framework for it, and I believe that it will only take an hour to finish implementing once all of the animations are compiled.

The final piece that I worked on was fixing up the text for our mini games. Right now, it displays on the Jumbotron and scrolls left to right down it. It is also much larger, and can actually be read, as opposed to our first implementations of it.

There were also a couple of small bugs I fixed as well, such as the game ending when a player reached zero rep, as well as fixing the round text going behind the ring itself. However, the one bug fix that has been going on forever (the spotlight problem), still hasn’t been fixed. I’m kind of embarrassed about it, actually.

Time spent:

Menus – 2 hours

Music – 1.5 hours

Character Select – 1.5 hours

Meetings – 1.5 hours

Total – 6.5 hours

Pros and cons:

+ Menus are fully implemented

+ Fixed a decent amount of bugs

– Character select not fully implemented

– Still haven’t finished the spotlight problem

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 – JOHN KEOUGH

This week was a bit rough on me. Sunday’s meeting would be the best place to start though, I suppose. That went well. I got asked to do some colorful text for the About page in the game, focusing on descriptions of the controls, the minigames, and the game itself. I also edited the background for the character selection screen I’d made last week. In total, this all ended up taking me a few hours for the current versions of things. (2 hours and 40 minutes)

About Page Text 1 IntroductionPage Minigames tag_team_frenzy_character_select_prototype-2

The Sales Pitch scripting was what hit me hard though. (1 hour) It was very much an exercise in frustration. I had difficulty writing for my teammates because I don’t know them well enough to make the words sound natural. I didn’t even manage to get something written out for every slide. I intend to use the dry run this week in class as a means to get a better grip on how my teammates speak, how they behave, and how to get that channeled into an enthusiastic overall impression that is given off to the audience. I’m managing as best I can so far by focusing on assigning each of us a topic that I’m fairly sure we each have at least an interest in, if not an investment. It’s easier to talk about things you care about after all.

On Wednesday evening, our usual second meeting time, I did a quick fix on my About page text before the meeting got really underway. (10 minutes) Then we tried to do a practice run. It didn’t turn out well, mainly because part of the problem was me prompting my teammates to wing it so I could see the differences between what I’d thought they would say and what they were more inclined to say. It didn’t work well. Instead I spent a few hours writing and editing late into the night. (4 hours) Even so, after that, I still didn’t manage to get a script written for each of the slides.

Positives:

++Got my art assignments done

++I did make good progress with the script for the Sales Pitch despite the frustration.

Negatives:

–The issues I had with writing the script for the Sales Pitch.

Total Time: 7 hours and 50 minutes.

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

Week 8 PPJ – Gina

This week, I briefly met with the team on Sunday to talk about what I needed to get done. This was the options screen buttons and a new character + animations. First I worked on some minor things like changing the color of the magician to blue to fit the team color (20 mins). Then I worked on creating the options menu assets (30 mins).

On Monday I worked on creating a new character and starting to animate it (4 hours). The character I created was a space pirate, someone who’s highest priority is earning money. He’s got high tech gear and will use all the tools at his disposal to try and win the tournament.

On Tuesday I finished up all of the animations – walk, taunt, pick up, light move, and heavy move (2 hours).

heavy lightweffect taunt01 walk02

Total time: 6 hours 50 mins

+ This week I definitely got a better feel for making animations for a character.

+ I finished what I was supposed to get done.

– I could have been more involved with the implementation so I had a better idea of how my assets fit into the game.

– I could have thought of more assets I could create/help implement to add to the game