Tuesday, February 14, 2017

Johanna Oberto PPJ 2/7/2017-2/14/2017

This week I ran into a hefty amount of technical difficulties. In pulling down the repository for working on the go from my laptop, I found that my computer is too weak to handle the game files. I could open the files, but as soon as the editor was open, I could barely move the mouse on the screen. This isolates me to the lab for working hours. My card has had access issues since the beginning of the quarter that I have brought up and have not been fixed yet, which hurts some of the time I'm able to put in to the project as I cannot get into the URBN building unless someone else is around to let me in. Finally, the repository on my account of the lab computer broke this week and I had to put in a lot of time to fix that. So unfortunately, a lot of time this week was spent mitigating these issues. Otherwise, I reviewed the GDD and created a new swim lane diagram, hopefully with greater detail and with a better concept of what the program is actually doing.
Time spent:
GDD review: 1 hour
Working with repository on laptop: 2 hours
Fixing repository on lab computer: 3 hours
Swim lane diagram and code review: 2 hours
Time spent: 8 hours

Team PPJ 2/7/17 - 2/14/17

This week saw the creation of a lot of new assets to be used. The player tools have been UV'd and are in the process of being rigged and animated. An outside environment was constructed in order to give the outer environment some more context, and this has taken the shape of a unique triangular arena, floating around the outside of the capsule. As well, a large scoreboard/jumbotron has been added to the arena, in order to easily communicate the game's score to the player.

On the coding side, a lot of improvements have been made to the AI's whip behavior, as well as on the game's documentation. The CCI team has a lot of documentation due for their side of the project, and a lot of different diagrams and flowcharts have been created.

Pros: Lots of asset creation and visible progress.

Cons: I didn't sleep a lot this week.

Daniel Ingman 2/7/17 - 2/14/17

This week I spent a lot of time finishing UV mapping hero assets as well as drafting a layout for our lobby installation. Rather than have a single poster, I drafted it such that we have two posters, one for the main game and one offering auxiliary information. Since our game is a VR title, having extra information regarding Steam VR and the HTC Vive will most definitely help us communicate the unique way to play our game.

Pros:
  • Progress
  • Poster
Cons:
  • Didn't get to everything I wanted to this week
Hours: 10 + meetings
  • UV mapping: 8 hours
  • Poster draft: 2 hours

Cory Zicolella 2/7 - 2/13

This week, I worked more on the model for the environment immediately outside of the capsule.  This model will be placed with the capsule horizontal in the center, The stadium lights will be used to light the stage itself, and there is even florescent bar lights along the sides where color accents can glow in eccentricity.  All 3 will rotate slowly and independently, and the idea is that it is semi-futuristic to the onlookers are strapped into the seats, like a roller coaster.  More lights can be added as needed, but currently each tri-stadium has one light for a 3-point setup.





That was the majority of my work this week, unfortunately.  The other parts are not something malleable, but rather ideas for a low-poly city in the far distance for something else to look at.  I had hit a major creative stump this week, which impeded alot of my personal progress.  Moving forward, hopefully this is resolved; I hate having both the lack of motivation and then the motivation but no clue where to start on something.

Monday, February 13, 2017

Tyler Schacht PPJ 2/7 - 2/13

This week, I was worked on the website and the press kit.  We are now located at http://wetware.games !  http://wetwaregames.tylerschacht.com should still work.  I have updated the press kit to have a little more information but I still cannot finish up the kit until we have a solidified logo design for the game.

I also worked on a concept for the the "Jumbotron." The idea behind it was that the player would be able to tell who is in the lead without having to actually read the score.
I also worked on some rough final concepts for the game trying to get a cohesive feel for all assets.

Finally, I was the one who brought in my PC and Vive for the Mid-Beta Presentation.  Not much to say other than setup takes a bit of time.

Total Hours: 8 hours
- New Domain set-up: 2 hours
- Updating Website / Presskit Content: 3 hours
- JumboTron mockup: 2 hours
- "Final" Concepts: 1 hour
- Mid-Beta Setup: 3 hours (2 hours were just me sitting by my PC)

Positive: Our Mid-Beta presentation went pretty well, but man was I having heart attacks as groups stood by the Vive or walked over power cords.

Negative: I meant to create more "Final" Concepts, but I got distracted by other classes and their mid terms.  I hope to have them finished in the next day or so.

Andrew DiNunzio PPJ 2/7 - 2/13

This week was spent trying to design and implement a way for the Ionizer to work.

I created the Ionizer Tool with very basic code to charge, shoot, and recharge. It also is set up to trigger Blueprint events on each of these cases.

I created an interface that different game objects can implement, and then they'll be ionizable. I put in placeholder code for the gravity well's response and the goal's response to ionization.

Later, I made the gravity well's ionization change when reacting to ionization. It's not currently stable and crashes if the ball enters with an ionization. This is due to the way forces are calculated, and not all of the pieces are in place for directing the ball towards the goal. I hope to finish all of the pieces this week and have the gravity wells shoot the ball towards the proper goal when ionized (or default behavior if going the opposite direction of ionization).

I spent some time fixing issues with the repo at the replay lab. It turns out that Unreal Engine crashes horribly when the drive runs out of space (and no helpful warnings whatsoever).

Finally, I spent some time working on a 10,000 Ft. Diagram and 50,000 Ft. Diagram for the CCI's Design Doc. I also made a state diagram for the Scoreboard's transition functionality (to ensure smooth transitions with multiple goals in quick succession).



Time spent: Total: ~11 hours

  • 2 hours - Creating Ionizer tool
  • 4 hours - Creating interface for ionization (and partially implementing it for gravity wells
  • 2 hours - Fix out-of-space issue with repo at the replay lab
  • 3 hours - Working on system architecture diagram and state diagram



Pros:
  • Almost all of the pieces are in place for ionization
Cons:
  • Ionizer tool doesn't work well for larger objects (due to the way it shoots by position and not line-trace)
  • Not particularly productive this week

Mike Cancelosi 2/07 - 2/14


This week I worked on a number of things. First, I created the scoreboard based on Tyler's concepts. It works 100% at this point ( unless possibly if 2 goals are scored within 2 seconds of each other ), animation and all, but I would like to push the visuals a little farther later on in the quarter, or possibly next quarter.

During work on the scoreboard, I played around with chromatic aberration and other post process effects for a couple hours. It's definitely something I want to focus on for some week in Spring, but it was good to get a quick glance at possibilities.

Lastly, I worked on improving the arena shell again, flattening some of the surfaces, making it larger in width and height so there's more area around the goal, and setting up the lights to work with a script.



Pros : Made a lot of progress on visuals
Cons : AI didn't make any improvement this week

Arena : 8 Hours
Chromatic Aberration / Post Process Work : 4 Hours
Scoreboard : 12 Hours +
Color Scheme Work : 1 hour


Total Hours Spent : 25 +




Too much?

Ryan Badurina PPJ: 2/8 - 2/14

This week I spent time working on rigging the Ionizer tool and creating animations for it.  Due to my prior experience with rigging meshes from Exorcist for Hire (I created all of the townspeople and applied animations to them), I decided to take the reins on rigging the tools for Shadow Circuit.



And when comparing this to my humanoid rigs, this was childs play.



The original model was designed with over 20 different pieces (meshes) that make up the whole thing, so I had to discuss with Dan what parts would be animated and how he would like me to animate it.  Needless to say, I merged various mesh pieces together to create whole parts that would be applied to various joints on the rig, and thus animate separately from one another.  The reason behind this is that for solid objects like this where there isn't any deformation at all (as opposed to a more organic mesh), I was able to just rig the pieces separately through the same skeleton and then apply a 100% flood function to each of the separate parts, which will control and deform each vertice and polygon at 100%.  This allows me to have complete control over each of the separate joints and the corresponding pieces, making it easier for me to animate separately, like so.



I also have the trigger, which has basic Pull, Hold, and Release animation states based on player input through the vive controller.  The trigger itself is also a separate mesh that is skinned to the same skeleton, giving the illusion that this is all one whole mesh.




I unfortunately lack the means right now to properly record animations into a GIF format, but I at least wanted to showcase the rig show how it works.  Besides, would you want to view a GIF of wheels spinning at 24 degrees per?  I don't think I would, cuz that's 2160 degrees of spin over 90 frames of animation.

Once everything was finished, I began the exporting process, which shouldn't have taken as long as it did.  I usually export models using the Game Exporter feature in Maya 2016, and I've been encountering various glitches with the animations and skinning when attempting to export, and sometimes this crashes Maya.  I was able export the model, skeleton, and animations in the end, but I had to use the traditional FBX exporter, which doesn't optimize the file for video game engines.

Outside of the tool model, I also finished up the last of the building models alongside the modular texture sheet.  Same process as last week regarding building creation.






Models will look a lot better with the texture once I import them into Unreal and set up the material.  In the meantime, they just look like grey blocks.  Sorry folks.

Time:
  -Weekday Meeting(s): 1 Hour
  -Weekend Development Session: 5.5 Hours
  -Arena #2 Buildings:  3 Hours
  -Modular Texture for Buildings:  5 Hours
  -Ionizer Tool Rig:  1.5 Hour
  -Ionizer Tool Animation:  4 Hours
Total Time: 20 Hours

Pros:
  -Much of the work done is ready for import into UE4.  I got caught up in making sure the quality was up to par before wanting to import it into the game.
  -Despite how long it took to finalize the animations for the Ionizer tool, I am very proud with the results, even if they are a little off at times.

Cons:
  -Texture for the buildings took a long time to work on.  Had to focus on the texture first and then UV the buildings properly.
  -Animating the Ionizer tool took a while due to design questions and a lot of math.  It's difficult creating a smooth curve formula for speeding up the rotation speed.
  -I was also supposed to rig the main player tool this week, but it took Dan longer than he thought to map the UV layout.  Can't really blame him, though.  This UV set is complex.


UV set for main player tool worked on by Dan Ingman.