WEEK 3 – LOG, SUMMARY

Weekly Log: (24 hours)
Task Date Complete Time Spent Evidence
Greed research, planning and diagrams 13/08/17 4 hours Link to appropriate blog post (with evidence)
Treachery, Hellevator Bug fixes 10/08/17 3 hours Link to appropriate blog post (with evidence)
Loading screen fixes 10/08/17 2 hours Link to appropriate blog post (with evidence)
Working on main menu 13/08/17 2 hours Link to appropriate blog post (with evidence)
Controls menu 13/08/17 3 hours Link to appropriate blog post (with evidence)
Technical Widget Research for blueprint implementation 13/08/17 1 hour Link to appropriate blog post (with evidence)
Researching and taking notes for GUI design 13/08/17 1 hour Link to appropriate blog post (with evidence)
Finalising GIT merge, fix conflicts 15/08/17 2 hours N/A
Project documentation tools 08/08/17 2 hours Taiga.io boards, Google Calendar, Excel spreadsheets
Writing my blog with screenshots and evidence 15/08/17 3 hours N/A
Notetaking for critique feedback, typing up 15/08/17 1 hour N/A

Summary

This week I completed all tasks assigned to me on our sprint board and also began researching what elements of a game create level flow and GUI design.

Weekly Learning

My learning this week revolved around the new techniques I used in implementing my bugfixes and learning how to further use widgets onscreen.

Accessing Widget Components in Blueprint

is variable

To refer to a widget component in the blueprint, the ‘is variable’ box must be checked in the design view.

Greyed out Widget Components (Image)

greyed

This one was a little more obscure – I found that the image I had created in the widget was greyed out during play. I tried several things to fix this including manipulating the material and texture of the component, but found in the end that it was due to the ‘is enabled’ box under component behaviour being unticked.

Leaving this box unticked essentially ‘disables’ widget components and greys them out to show this to the player – it would be a useful tool for options in widget menus that required unlocking or were temporarily unavailable due to the state of play.

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