Posts

Chicken Scramble - Sprint 2

Image
  For the second sprint, the goal was to make a level ready for the playtest. The development was quite turbulent as I feel that most of the work ended up getting rushed at the end, but we were able to meet the goal and have something ready. What I mainly did was design some more menus in the game and then combine everyone’s work in Unity so that we would have the level ready to playtest. I ended up staying up late making sure that there was everything needed to have the core game mechanic in the prototype. For the UI menus, I created a pause menu and an options menu. The pause menu was fairly straightforward. All I put in there were continue, options, and back to level select buttons. Although, I saw that in one of my other teammates’ example menus, he included a restart button, so I’ll have to incorporate that in the future. We were planning on making the pause button be able to unpause while on the pause menu, but I wasn't able to get it working for some reason, so I suppose...

Chicken Scramble - Sprint 1

Image
  To start off, this first sprint was kind of disorderly. Since we’re using a completely new project management tool with no prior experience, it took some time to get used to (and still getting used to it). I suppose for my other teammates it wasn’t a big deal but it was an added pound of stress to my shoulders as the producer. To add to that, there was some confusion between me and the designer as to what the whole game idea and aesthetic was. My original idea for the game was a multiplayer maze in which the goal was for two players to compete to get to the other side of the maze. We could have ways for the players to mess around with each other, like using door switches to open and close doors. To clear up the confusion on what we were building, we set up a meeting to talk about it. To prepare, I made a design map of what I thought it should look like. (In the picture, the blue dots are door switches, yellow dots are checkpoints, and the red dot is where the enemy spawns. Bl...

Fast Food Tycoon - Postmortem

Image
As the lead for Fast Food Tycoon, I have many things to say about the development of the game. I myself am not particularly good at any part of the development process, so the lead role is the only one I can do. Besides, I think it would be nice to have a producer role in the future, so I’d like to take this opportunity whenever I can. For the most part, I acted as a 2D Artist, handling the sprites and UI. Learning how to publish to Google Play correctly was kind of a pain, so it’s good that someone like me took the responsibility for that. App Icon for Fast Food Tycoon Feature Graphic for Fast Food Tycoon           The first thing that I’d like to point out on what went right was that my teammates were, for the most part, doing their work! I remember how in 370, people would wait until the end of the sprint to shove cards in, but in this class, my teammates were disciplined and I never really needed to prod them or anything. I think their work ethic was ...

Fast Food Tycoon - Sprint 6

Image
  For this sprint, we had a beta build due, so I thought I should make finalized versions of the marketing images. Other than that, I added some more tutorial pages to the recipe book and was finally able to add sprites to the order building window. I unfortunately got sick to the point of throwing up on the weekend in the middle of the sprint, so I couldn’t finish as many tasks as I wanted to. Playtest day ended up being a bit more hectic than I was expecting (we had unexpected bugs pop up and Blackboard crashed), but for the most part it’s fixed. For the recipe book pages, I added in the fridge and order building tutorials. Both of these are technically self-explanatory, but I wanted to make sure the player knows how to get ingredients and that you actually need to have ingredients before you can get anything from the fridge. I had almost forgotten about the fridge since it wasn’t included in the tutorial drafts that my teammate made. The playtest jolted me into remembering...

Fast Food Tycoon - Sprint 5

Image
For this sprint, I mostly continued my work on enhancing visuals in the order building station and adding in the station tutorials. From the design draft my teammate made, I drew out the tutorials and made them fit the recipe book template I made. Also, I added the player UI to the scene and made the recipe book accessible from there. Redrawing tutorials isn’t very hard, just very time consuming. Each page probably took about an hour each (at night) to do. In previous sprints, I had already drawn a lot of sprites, so it was able to go much faster. I summarized the draft, so each station has its own tutorial page. In Unity, I set up the recipe book so that there’s a left page and a right page content container. There are also buttons at the bottom corners of the content containers. I drew the tutorial pages accounting for them, so a station’s page is made for one or the other side only, or else the buttons would cover the content. Making the recipe book appear and disappear was fort...

Fast Food Tycoon - Sprint 4

Image
In this sprint, I continued my work on creating UI assets. At this point, most of the game assets we needed were made, so we could spend time adding visual feedback and fluff on places that didn’t have them. Most importantly, I started work on making a “recipe book” that would serve as a tutorial book for making the food items. One of the UI assets I made was the player UI that would show up on the top of the screen. Technically there was one from Sprint 1, but it was very lacking. It only had space for displaying money and what day it was. I refrained from adding anything to it until now because it’s not exactly part of the core gameplay. So this time, I added the day timer a teammate previously made and added a fill on it so we can program the day progressing later. Also, I added a recipe book button so the player could actually go ahead and read it. I also attempted to make the buy screen look a bit nicer by making sprites for the buttons and the selected info background menu ...

Fast Food Tycoon - Sprint 3

Image
  Sprint 3 was a hectic sprint due to the playtest we had. Continuing my role as a 2D Artist, I made a few more sprites that represented the appliances, as well as a few more UI assets. I also worked on sketching out our marketing assets to prepare for the playtest, but apparently we didn’t need that. The sketches were just bare outlines anyway. Sketch of the Feature Graphic In the buy screen, I’d like the player to be able to upgrade their appliances, so I made sprites for the drink machine, flat top, fridge, and fryer. In ibisPaint X, there’s a “rectangle” tool you can use with the brush so that you can draw raster rectangles. It’s not like the Photoshop one, which makes a vector shape. Like in modeling, the appliances don’t require a lot (or any, actually) of curves, so I could easily just make rectangles, edit them with perspective transform, and build from there. My job was made a lot easier by the fact that the appliances were already modeled, so I could use them as refer...