Friday, March 29, 2013

Easter Break!

Easter Break begins today and will end with the All Fools Game Fair, an annual game design showcase of various course projects, including Pendulum Ascension, as well as other noteworthy projects. Over the last two weeks, the team's goal is to produce a playable version of the game for the fair in which to receive feedback from players. While we have not set an official feature lock, I decided to halt any additional feature until we implement the current features and if we still have time. I came to this decision Due to the amount of work building up for the programmers, as well as some problematic communication discrepancies. During the first week, I was absent from class as a blizzard stranded me back home, and thus missed out on important iteration planning. When the weather cleared and I made it back to campus, I began working on creating all the assets for the torch puzzle, the only task assigned to me. The problem, nobody made a list of what assets we needed for the puzzle, or even a clear explanation of how the puzzle worked. From the information available I knew we needed a torch rack, and an oil pit, though the description of the puzzle remained too vague and seemed to break the tower of Hanoi puzzle direction. I discussed the puzzle with others, and came up with several ideas similar to the original concept, yet worked around some of the issues I found with it, only to find out that there was communication problems between those designing the puzzle. For the time being I set that assignment aside until we figure out exactly what the puzzle is; however, I believe the assets are useable despite the confusion. This last week I began focusing on improving some of the other areas aside from the second floor which up to now was the center of attention. I began with environment outside the manor, a neglected and barren lawn, as there were few assets created for it. According to the feedback we have of the current state of the game, the grass texture appears "too happy" and out of place. I managed to create a new texture, though the process took longer and was more difficult than I expected. I wanted a grass tile that displayed more detail than a flat green tile, yet was not seriously obvious that it was tiled. It took several iterations to find a pattern that blended well and still retain a grassy texture. Thankfully, we decided the only visible section of the yard is the walkway up to the door, which greatly cuts down on the assets need. Tyler began working on the fence and gate around the mansion and I finished of the week with two leafless trees, which may or may not receive any.

Friday, March 15, 2013

Spring Break!

With spring break's arrival commencing right after the most recent post and lasting a week, very little development on Pendulum Ascension occurred. Despite this, I believe that the team deserved the week off considering all the progress we've made since the start of the semester. As for myself, I found time to work on the game and managed to refine the second floor layouts and fix some glaring issues. During the second week, we had a public presentation to prepare for, as well as an iteration demo for the class. Even with these two events, the team finished several important stories for them game. Right before spring break, I was working on creating assets for the level and so I opened it up to compare how the assets looked and what else we needed. That's when I noticed a number of issues with the level and made it a priority to resolve these problems. The most obvious problem arose from the misalignment, and in some cases stretched, tillable assets that clearly stood out and took away from the aesthetics. That's where the second major issue arose, as most of the level flattened into a single layer making it impossible to simply move the tiles into place as well as causing decorative elements permanently merged with the walls and floors. In order to fix this, it was necessary to re-import all the main mansion assets, which turned out beneficial as one of the artists created an improved wood floor tile to replace the old. I used a 32 by 32 pixel grid and Photoshop's snapping feature to ensure all the tiles lined up properly, occasionally mirroring assets when the edges blended together more effectively. As for the non-building assets, our level designer separated most into individual layers, grouped together for the appropriate rooms; however, several assets merged with the background layer, stretched, or otherwise distorted. I deleted the layers with the problematic assets and re-imported what I could and place them as close to their original locations. Once we returned from spring break, one of my teammates and I did a little interior decorating and improved the Feng Shui, while adding a few new assets into the level. As for the rest of the team, they completed several major features of the game including, the dialogue system, the black "fog of war" so the players can't see into rooms they haven't visited, essential art assets for the magic circle puzzle, as well as new user interface screens. I haven't put much thought into when we would have a beta release for the game, taking more of "it's ready when it's ready" approach, but with the progress we've made, I think I'm going to push for a release within the next week or two.

Friday, March 1, 2013

3/1/2013

The progress of our game is, for the most part, far ahead of schedule as we finished almost everything on the release plan. The last couple of weeks the artists on our team have completed the large list of art assets for Pendulum Ascension, known as story 93. The narrative team finished every task we planned for them, and we are finding it difficult to find new jobs for them. The programmers themselves are the only group that has anything left on the release plan, due in part that they required the rest to finish their tasks.

As I stated earlier, the artist completed a huge milestone with the completion of story 93, a majority of it consisting of assets for the second floor of the mansion where most of the game play takes place. While story 93 contain the most prominent assets required we still have a plethora of assets in which we can add to the aesthetics of the game. I initiated a new list of additional assets and, with the help of other team members, began looking at what else we could create for the game. The new list consists mostly of decorative items (carpets, plants, etc.), variations of current objects (front and side views as well as color), or fixes to certain assets.

As for me personally, I finished the bedroom assets I mention in the previous blog, before creating various assets from the new list. Unlike story 93, the new list, as of right now, does not have as easily defined categories to assign deadlines to. Due to the lack of well-defined categories, I chose to work on assets that required refining or variations, while the other artists worked on the others. This route appears suitable as despite the new list being just as long as story 93, we completed over half the items already.

As of the last two work blocks, I stopped working on the art assets and instead began refining the level layout as I've notice a number of issues that need fixing. The core issue stems from the flattened main layer with many of the assets merged into and thus making it difficult to edit a fix mistakes. I am attempting to recreate it into separate layers and to line up the pieces more accurately with the grid.

On a final note, as development is ahead of schedule, we are considering adding a second murder to the game.

Here's a look at all the new assets I have made