WEEK 13

Final final press release:

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Final email templates, including formatting for MailChimp:

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Additional mailing lists:

emaiiling list

Pamphlet design, creation:

pr 1pr 2

Marketing at Netherworld Indie Dev Night:

heck

Bugs, issues list:

Dialogue Bug:

dialogue

Heresy: Frog Animation

frogf2

Heresy: Phase 2 blocking and cylinder reference bug

cylcyl2cyl3

Indiedb Accounts:

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WEEK 13 – PUBLISHING TASKS

Final final press release – 2 hours

Final email templates, including formatting – 4 hours

Final QA pass – 2 hours

Pamphlet design, creation – 6 hours

Marketing at indie dev night – 5 hours

Git, writing blog, team tasks – 3 hours

Bugs, issues list – 4 hours

Indiedb Accounts – 4 hours

30 hours total

WEEK 12 – LOG, SUMMARY

Weekly Log: (25 hours)
Task Date Complete Time Spent Evidence
Final press release, more research 15/10/17 2 hours Link to appropriate blog post (with evidence)
Bugfixing from issues list 14/09/17 4 hours Link to appropriate blog post (with evidence)
Writing up final QA Lists (Player character, Elevators, final bugs) 16/09/17 4 hours Link to appropriate blog post (with evidence)
QA Testing 17/09/17 2 hours Link to appropriate blog post (with evidence)
Identify 25  suitable external contacts and their email addresses 12/09/17 3 hours  Link to appropriate blog post (with evidence)
Scaffold email template 12/09/17 2 hours  Link to appropriate blog post (with evidence)
Organising showcase 12/09/17 2 hours  Link to appropriate blog post (with evidence)
Finalising GIT merge, fix conflicts 13/10/17 3 hours N/A
Project documentation tools 17/10/17 1 hour Taiga.io boards, Google Calendar, Excel spreadsheets
Writing my blog with screenshots and evidence 17/10/17 2 hours N/A

WEEK 11 – LOG, SUMMARY

Weekly Log: (25 hours)
Task Date Complete Time Spent Evidence
Creating “Credits” menu 04/10/17 2 hours Link to appropriate blog post (with evidence)
Bugfixing pause, main menus 05/09/17 1 hour Link to appropriate blog post (with evidence)
Bug fixing player character and Heresy frog 05/09/17 2 hours Link to appropriate blog post (with evidence)
Writing up the QA Lists (Treachery, Heresy, Greed) 07/09/17 8 hours Link to appropriate blog post (with evidence)
QA Testing 07/09/17 2 hours Link to appropriate blog post (with evidence)
Research press releases, examples of game press releases 08/09/17 2 hours  Link to appropriate blog post (with evidence)
Writing press release 09/09/17 4 hours  Link to appropriate blog post (with evidence)
Finalising GIT merge, fix conflicts 10/10/17 2 hours N/A
Project documentation tools 04/10/17 1 hour Taiga.io boards, Google Calendar, Excel spreadsheets
Writing my blog with screenshots and evidence 10/10/17 1 hour N/A

WEEK 11 – DEVELOPMENT

QA lists

  • Example of object list i used in game as a reference

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  • QA list screenshots

QA.png

Gameplay

  • Pause screen – larger shadow area

pause.PNG

  • Credits button

creditscredit

const.PNG

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  • Player Character

I also spent time researching how to solve the hollow player character model issue. I inspected the player UV mapped mesh and textures but found that I had difficulty changing them without using Blender, so instead I experimented with light emitters.

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In the end this was not kept in the game – Bob found an alternative method to alter the texture and prevent the model seeming ‘hollow’.

Press Release

hellevator press

WEEK 9/10 – LOG, SUMMARY

Weekly Log: (47 hours)
Task Date Complete Time Spent Evidence
Heresy – vial colliders, Frog mesh 22/09/17 6 hours Link to appropriate blog post (with evidence)
Heresy – phase 2 bugs 23/09/17 2 hours Link to appropriate blog post (with evidence)
Finetuning cabling and rigidity 23/09/17 2 hours Link to appropriate blog post (with evidence)
Hellevator doors opening – after speech logic and implementation 02/10/17 6 hours Link to appropriate blog post (with evidence)
Hellevator doors opening – after death logic and implementation 02/10/17 4 hours Link to appropriate blog post (with evidence)
Creating persistent variables (gameinstanceobject) as secondary trigger  for elevator door animations,  including video and forum research 01/10/17 4 hours Link to appropriate blog post (with evidence)
Changing some dialogue lines according to playertesting feedback 02/09/17 1 hour Link to appropriate blog post (with evidence)
Creating dialogue animations for all widgets to ensure consistency 30/09/17 2 hours Link to appropriate blog post (with evidence)
Fixing dialogue  referencing bugs in Hellevator 30/09/17 4 hours Link to appropriate blog post (with evidence)
‘Controls’ menu (on main menu), widget changes, blueprint implementation 02/09/17 3 hours Link to appropriate blog post (with evidence)
Player attacking forwards 01/09/17 5 hours  Link to appropriate blog post (with evidence)
Logo Design 01/09/17 2 hours  Link to appropriate blog post (with evidence)
Finalising GIT merge, fix conflicts 03/10/17 2 hours N/A
Project documentation tools 03/10/17 2 hours Taiga.io boards, Google Calendar, Excel spreadsheets
Writing my blog with screenshots and evidence 03/10/17 2 hours N/A

Trailer Storyboard

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WEEK 9/10 – DEVELOPMENT

Heresy – Vial Colliders

Before, when vials were destroyed in Heresy to create acidic puddles the colliders for the glass vial bottles still remained in the puddle. This involved changing the trigger from “component hit” to “component overlap”

Heresy – Phase 2 Shockwave

Ensured that object is destroyed upon collision with the player’s Block sphere.

block.PNGI also altered the cable rigidity of Lil Lucifer, to ensure its movement was more organic in-game.

cabling.PNG

Dialogue

  • Changed some dialogue lines according to playertesting feedback

lend power.png

  • Flash ‘e to continue’ – consistency, creating animations for all dialogue widgets
  • Fixed a dialogue bug (broken referencing)

ref.PNG

Controls Menu

menu nav.PNG

Player attacking forwards

Found that the rotator had to be broken to ensure that Lil Death’s Z-axis was unchanged during combat.

rot.PNG

Elevator doors

My producer told me to complete the following:

  • Have elevator doors open after conversation with Lil Lucifer
  • If player dies and is returned to elevator, have elevator doors opened immediately (instead of having to wait or complete conversation again)

Complete Implementation:

elevator impl.PNG

To do this, I first needed to find a way to create persistent variables, This was done through a Game Instance Object blueprint.

gi.PNG

The blueprint had a single boolean variable to track if a player has just died – the game instance object global variable to track this is accessed through the game now – it is set by the player character blueprint, upon player death.

Upon entering an elevator, this variable is accessed and checked to see if the player was returned to the elevator upon death, or whether they were taken to the elevator after successfully completing a level.

If  player returns to elevator upon their death, immediately play elevator doors opening in-engine:

event start.PNG

If  player returns to elevator upon their successful level completion, wait until conversation end to open elevator doors:

play doors open.PNG

Reset both these variables upon exiting the elevator.

resetting.PNG

WEEK 8 – LOG, SUMMARY

Weekly Log: (26 hours)
Task Date Complete Time Spent Evidence
Playertesting 18/09/17 5 hours Link to appropriate blog post (with evidence)
Cabling connection between Lucifer and Lil Death 16/09/17 5 hours Link to appropriate blog post (with evidence)
Altering properties of cabling 16/09/17 2 hours Link to appropriate blog post (with evidence)
Cabling between Big Lucifer and Lil Death 17/09/17 2 hours Link to appropriate blog post (with evidence)
Altering properties and code implementation of  large cabling 17/09/17 1 hour Link to appropriate blog post (with evidence)
Redesigning widgets for consistency 15/09/17 2 hours Link to appropriate blog post (with evidence)
Lil Lucifer blueprint remodelling 16/09/17 2 hours Link to appropriate blog post (with evidence)
Creating animation for dialogue prompting 16/09/17 1 hour  Link to appropriate blog post (with evidence)
Finalising GIT merge, fix conflicts 18/09/17 2 hours N/A
Project documentation tools 13/09/17 2 hours Taiga.io boards, Google Calendar, Excel spreadsheets
Writing my blog with screenshots and evidence 19/09/17 2 hours N/A