Tuesday, May 23, 2017

Team PPJ: 5/17 - 5/23

This week I didn't get a whole lot of sleep. But that's beside the point.

The main event this week was the DIGM side recording a metric buttload of new footage for use in our presentations in order to capture our most up-to-date build. We got lots of good footage that includes a simultaneous view of the player from the outside, so that viewers can see how the player's movements affect the world. It looks good and should be good.

The main menu scene is looking super duper cool, as are the new tools. They got a good look to them.

Menu Scene
Team-themed Controllers
They gloo

Finally we spent some time making a cool poster for the final showcase. It's more colorful than our previous one for sure.

Draft 1
Draft 2

Alright that's enough for now I'm going to bed.

  • Lots of cool visuals happening inside the build now
  • I am sleep deprived

Mike Cancelosi PPJ: 5/17 - 5/23

This week I worked on the menu scene art assets. I laid it all out, and it is looking nice. I also did a preliminary lighting job on it, and it is looking pretty great.

Hours Spent : 10 hrs
Pros: Menu is looking great!
Cons: Would've liked to test it in scene but I couldn't get to a vive this week.

Tyler Schacht PPJ: 5/17 - 5/23

This week I spent more time on the Main Menu scene.  Cancelosi and I were working on it together.  I got many of the functions in with the main menu however, I am going to need to get help from one of the coders to integrate the widget interaction component into the main player tool.  By using the main tool already, this allows us to place a ball in the main scene so that players can get the hang of the gravity whip mechanic before even starting the tutorial or the main game.
The rest of my time was taken up by recording footage for new Showcase videos and the trailer.  There was a lot that went wrong, source control issues, files corrupting, resetting up Vives, etc. etc.

Work in progress shot (smiley face isn't final)

Total hours: 13
- Main menu: 5
- Slide Rehearsal: 2
- Footage Capture: 6

Positives: Main menu is coming along nicely.

Negatives: Having a hard time remembering lines and the footage capture took so much longer than it should've.

Monday, May 22, 2017

Cory Zicolella PPJ: 5/17 - 5/23

This week was quite the experience in dealing with technical difficulties.

Me, as well as half of the art team essentially were stranded in project manager hell for about 7 hours; it all stemmed from a single file being committed but not yet pushed to the build while a push occurred.

Needless to say it was a pretty lengthy setback and one that cost more than the alotted time of the meaning, and forced all the planned work (such as capturing material for the trailer and showcase) further into that night.  And even after we just gave up and moved entirely to another PC, the build we were creating crashed, so the footage we were left with to use includes all the debug scripts.

With all that being said, this week I utilized what footage we managed to get. I made all of the videos we will be using in our showcase, which includes both real life and game footage so people can better understand what the Vive VR is like if they aren't familiar.

The art team also collaborated and had several dry runs of the project to hopefully get that in order for ouyr next presentation.  It was needed as practice always is.

Overall, this week I'm pretty happy that I was capable of making the trailer even with a very small amount of debug footage.  This just means that next week we'll have to definitely get clean video that I can use, and preferably more of it, in order to make a nice draft 2 trailer.

Ryan Badurina PPJ: 5/17 - 5/23

Some good news, but overall, a noticeable lack of productive progress this week.

I was able to get the project working again on my personal computer, but unfortunately the arena level won't load correctly because all of the assets are not downloading for me.  This seems to be an issue relating with source control, as we had a lot of issues with it during our weekly meeting over the weekend.

This is what happens whenever I load the project on my end, and why I cannot do any proper work for the game at the moment...

Hello darkness my old friend...

The level does load on the replay lab computers, but unfortunately I have been unable to have the time before the meeting or after it (due to classes) to go into the level, record new sequencer footage, and create unique GIFs of the gameplay from cameras other than the player camera.

  -FIXING THE PROJECT!!!:  7 Hours
  -Team Meeting(s):  5 Hours
  -Trailer Recording:  1 Hour
  -Source Control:  2 Hours

Total Time: 15 Hours

  -Project finally reopens,

  -Level isn't opening.  Can't record s---...

Sunday, May 21, 2017

Daniel Ingman PPJ: 5/17 - 5/23

This week I implemented the new tool textures into the build. They're nice. They have glowy bits that shine in the darkness.

Controllers in-engine

Material network (almost done, few more maps to put in)
They are currently playable in-game, and within the next few days will switch to correspond with the team that the player selects. Right now the tool takes a colorless default team color.

In addition, our team spent a great deal of time recording new footage for our presentation. It will be far nicer to have up-to-date footage as well as synced footage of the player in-game.

Finally, I spent what little time I had left making our showcase poster look cool.

Total time spent: 16 hours
  • Final textures and implementation: 6 hours
  • Recording footage: 6 hours
  • Final Poster Design: 4 hours
  • Tool textures finally in
  • Recorded a wealth of new footage for our presentation
  • Recording footage took far too long
  • Git issues/build issues
  • So much to do, so little time