måndag 13 april 2015

Week 3

We ended last week with a team meeting where we discussed how the project had gone so far, focusing on last week. It was mostly the leads informing the other sections on the team on what our own section had done and how that correlates to the original planning and scheduling. All team members also had the chance to take up any issues that had occurred during the first two weeks.

One reason for having this meeting was that we had come to our internal deadline for the playable prototype. Since we already had something close to that within a few days of the project we felt that the planning and first two weeks had been a success. It was only, as mentioned in previous posts, in the art section that the artists seem to be slightly behind. We do however hope that the work we are doing now will decrease the time needed on texturing tremendously, which will put us back on schedule.

Ingame Prototype as of Last Week















As today is Monday and the start of a new week, we had a weekly morning meeting where we went through what we need for the ALPHA (internal), which we have planned for in two weeks, and what of that is to be complete within this week. Our meeting structure is so that we have morning meetings daily, in those meetings all team members will one by one say what they will be doing that day as well as bring up any questions or problems that might be of interest of the entire team. The team is of course encourage to ask immediately whenever a problem or question occurs, programmers and artists answer to their respective leads which answer to the designer and the producer. On monday mornings we have a longer meeting where we go through the entire week's goals before discussing what all members are doing that day. Fridays we have another weekly meeting where we will discuss how it went with what we had planned, how far we have come and whatever problems occurred. At the end of each day, before leaving, I, as the producer, ask the team if there is anything they need to bring up or ask, if not it is left until the morning.

Mondays are also the days of meeting with teachers to check up on our progress, this meant that I spent the entire midmorning in meetings, first with the team, then in a producer meeting and finally in an artist meeting. In the producer meeting we discussed how far we have come with the project, if there were any hardware or programs that we might need as well as had a look at the project plan and design document. Everything seemed to be in order, all documents looking good and the teacher happy with the fact that the programmers are at this point 2-3 weeks ahead of schedule.

Ingame Prototype as of Last Week













The art meeting felt a bit short, we did not have time to show everything and fully explain, I think it might have been to an advantage if the teachers had had a look at our vertical slice prior to the meeting. They did give us a lot of valuable help though, they confirmed our idea of experimenting with the placement of the camera to make visible the proportions of the characters. They also questioned the choice of letting the player direct the camera which means that everything must look good from 360 degrees. This is something that the designer is quite set upon though and is important to gameplay and we will only be doing one indoor environment so hopefully it will not be a problem.

They also advised us to think a lot about the colour palettes and perhaps split complementary colours. They suggested that we do mockups and slide around the HSB-meters in Photoshop and take screens and compare what looks best. Something that we have thought a lot about was also mentioned, that the colours of the main character must fit with all levels that we want to make.

I thought about adding something about my progress on the high-poly but this turned out so long that it will have to be short. Z-Brush seems to work for us although it is a challenge and takes some time. I still have quite a lot to do with it, for instance I have not yet started on the face, hair and armour pieces which makes me feel a bit stressed. I have though done the groundwork on the body, legs, hands and feet, although the latter two still need some attention. On the other parts it is mostly a matter of sharpening up the details which I will not do until the entire model is at that stage.


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