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Writing by the Window

Dev Blog Assessment

This website will be following the process of developing a collaborative game in an indie setting

Week 1

The first week was not too particular noteworthy as it was the week where we all had to decide what game we were going to make. After separating to three different groups we come up with three game ideas and voted on the best. We later changed the game in order to suit the deadline we had as a multiplayer game was intensely complicated and would result in a game lacking content as most of the resources will be put to the multiplayer function.

Week 2

Week two consisted of working out who was going to be sorted in what department. We first took not of which member was studying what subject and sorted them into the appropriate department that will make use of their skills. Then we sorted them into 'sub-departments' as each member will have to take a certain role within their respective departments. A project lead was also voted on after a few volunteers discussed why they would be the appropriate for the role.

Week 3

This week is where we had actually started assigning tasks to people and learning what type of project management would be appropriate. Ultimately we had decided that 'sprints' would be the way we managed out work as tasks would be assigned and we would meet a week later to see how everyone is getting along on their tasks.

 

I had been given the task to create character designs for the 3 major NPC types the game will be having; the tank, damage and doctor (Aaron had asked to do the design for the doctor and so it was more like tank and damage).

Damage art.png

Week 4

After finishing the character designs I had been assigned to do the assets for the map that Aliyah will be creating. A major mistake that we made was not communicating over the week leading up to week five and this resulted in double assets. I will discuss this in more detail in the week five card.

Week 5

Week five was an eventful week started off with both me and Aliyah finding out about our double assets which caused issues as this had meant that both of us had been doing work that could have been done by one person so we essentially wasted an entire person worth of work throughout the week. This was a minor setback but it also taught us an important lesson in communicating what assets was needed and what assess we were working on.

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After this, I was assigned to do the 'cover' assets of the map while Aliyah was assigned to do the Whitebox map. We also found out that someone had recently reinstall unity and had pushed their version into the main of GitHub, everyone had pulled from main after than and playmaker was removed for everyone. I was not really affected by this as my assets making only requited me to use maya or zbrush. Aliyah however had to restart what progress she made during the lesson once we had caught onto the issue. This also gave me a bit of paranoia as I checked to make sure that my unity had playmaker and would not affect the branches negatively.

Week 6

Week six was less eventful than the previous as it was just discussions whether or not our tasks that we were assigned were completed. My assets were completed and I was assigned the tasks of creating a heath and ammo asset. 

Week 7

I would later find out that I would be unable to complete the assets as suddenly felt intensely ill (could have caught something from my family, or maybe ate something bad). Despite this, I did make some attempt to complete the asset but ultimately decided against it as I felt disorientated. Luckily for me Aaron stepped up and did those assets during my absence.

Week 8

Benny (the project lead) had assigned me the task of creating a bullet model and writing the art portion of the game prototype document (both of which had to be completed by Wednesday). After I go better enough to attend the next meeting, I had been given the assignment of working on the itch.io page as we had been approaching the end of the deadline and most of the work from the art department had been completed. 

 

Due to the proximity of the deadline we had to scrap the idea of level 2 and 3 which looking back, may have been a bit too ambitious as we had not even fully completed level 1 yet 

Week 9

Similar to the previous week, more work was done on level 1 and lighting had been introduced as the map had looked a little flat. The light levels were closer to twilight as this allowed more interesting lighting mechanics than midday. 

The itch.io page had been completed other than the fact that it needed a download link for the game, otherwise it could not be published 

Week 10

This week was actually uneventful as all that was left was small quality of life improvements such as a nicer UI.

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