Week 9 Report

Group status

Meeting: Sunday, June 2, 2024

This week, we created our final map and a UI that lets you select your role. There are game stages now, with combat and health for the second stage. At this point, we will just focus on finishing major gameplay elements (e.g. the boss battle) and many quality of life issues that severely affect gameplay.

With the final presentation coming up, we’re a mix of nervous and excited.

Individual statuses

Nick

  1. My goals for this week were to make a lobby system, get animations working, and get the core game loop working with a crafting phase and a combat phase.

  2. I added the setup for the lobby and am waiting on some models for the background. I still need to implement the character switcher, but that is in the works. I implemented basic model-swapping animations and an animation controller class that cycles through models to give the appearance of an animated game. Sean ended up implementing most of the game timer and win screen logic.

  3. Other classes certainly are getting busy… hoo boy. There’s less and less time in each day so it is definitely time to LOCK IN. Other than the impending time crunch, most things went to plan which is quite grand

  4. Perhaps I could take on some of the model posing work for getting player animations for different actions if Killian doesn’t have the time. I wish to make the BIG BOSS with BIG BOSS ATTACKS and BIG BOSS ANIMATIONS. and additionally if no one else does it in the meantime i wish to make the BIG CRYSTAL (now turned minecart) that has BIG HEALTH and the BIG BOSS can damage.

  5. I relearned about the value of creating a new system that has very basic functionality when one is needed. It is often a lot harder to build something from scratch than to extend a system that already exists, so by starting small and getting it working with one thing, it makes it a lot easier to make it do more by leaning on that one thing you already got working. Start small, then build tall 🤓☝️

  6. I am normal! 10/10 tired but wired

Marcelo

  1. what were your concrete goals for the week?

    making more sound effects

  2. what goals were you able to accomplish?

    I made more sound effects and revised all previous ones. I also implemented mixing of reverb so that the sounds feel more roomie.

  3. if the week went differently than you had planned, what were the reasons? note that this happens regularly…I would prefer you to be aggressive in what you want to try accomplish rather than limit yourself to goals you know you’ll easily achieve. so answering this question is more of a reflection on the development process and the surprises you encounter, it’s not at all an evaluation.

    I wanted to finish all the sound effects but im still have around 20% left to do.

  4. what are your specific goals for the next week?

    finish up the game lol. specifically making more detailed sfxs such as walking and potentially scale reverb with distance.

  5. what did you learn this week, if anything (and did you expect to learn it?)

    I learned how does web audio api deal with channels and mixing to help me create an effect mixing tool, it was a really cool experience.

  6. what is your individual morale (which might be different from the overall group morale)?

    Panik but kalm

Tyler

  1. what were your concrete goals for the week?

    My concrete goals for the week were to:

    1. Tuning the game to make it feel better
    2. Lock rotation so that the tools don’t block your face
  2. what goals were you able to accomplish?

    I got both of those actually!

  3. if the week went differently than you had planned, what were the reasons? note that this happens regularly…I would prefer you to be aggressive in what you want to try accomplish rather than limit yourself to goals you know you’ll easily achieve. so answering this question is more of a reflection on the development process and the surprises you encounter, it’s not at all an evaluation.

    uhh yeah I had a small vacation to newport on this weekend, so I wasn’t able to be in the meeting, and wasn’t able to talk or interact regarding work, which sucks.

  4. what are your specific goals for the next week?

    I am not up to date and I don’t know what needs to be done.

    I’ll be talking with everyone about this tomorrow

  5. what did you learn this week, if anything (and did you expect to learn it?)

    Learned the best way for me to work with tuning the system

  6. what is your individual morale (which might be different from the overall group morale)?

    uhhh like a 5/10? Worried, nervous, and very uncomfortable about the work that I need to do and my ability to do it.

Killian

  1. My concrete goals for this week was to make the rest of the models we need for the game, and also make a solid version of the final map.

  2. This week I was able to make a bunch more models that we need for the game and also make a new final map for the game that’s more than twice as big as the tester map.

  3. For this week, I met my goals but also discovered a few more models I need to make for our gameplay to work.

  4. Next week, I need to make about 3 more models to complete what we need for gameplay, and then I can focus on making some illustrations for UI and such.

  5. I learned a bit more about making bigger scaled and complex models with the making of the final map

  6. I feel pretty good at where we’re at, but a little nervous because we’re approaching the deadline and I’m not sure if there wil be any problems with the map

Sean

My goals for the past week were:

In the past week, I:

I guess I did more than expected, yet the game still feels less complete than I expected. I think I will focus on further tweaks in preparation for Friday this week, since I have major assignments due daily until Thursday, and I don’t anticipate doing much (or at least, I should probably focus on my other classes’ final assignments first).

Unlike mouse sensitivity, I do not think there is demand from within our team for custom keybinds, so I won’t add it. This also allows me to assume the default keybinds when we write a help screen or make icons for attack and use.

There’s still a lot that needs to be done, and we all seem to be very busy. I’m happy to see we now have an actual map, but after reflecting on the past week and the days to come, I’m losing some optimism. We will definitely have to make some concessions this week, but I still believe we’ll have something playable by Friday.

Will

  1. My goal for this week was to implement game stages and some kind of win condition.

  2. I set up the infrastructure for timed game stages and implemented a basic combat system in the second stage.

  3. I originally planned to make a QTE for the second stage because we thought as a team that combat would take significant time to implement. But once I had the setup for stages worked out, it seemed like combat in the “physical” game space would actually be easier to do because it could build on the existing physics and interaction systems. On the other hand, to make a big QTE we would have had to make many design decisions that might have diverged from the crafting stage gameplay, e.g. how do we distribute weapons among the heroes, how do we display progress to each player in a UI, etc. Since we really wanted a big boss fight in the first place, I’m glad this path actually ended up being easier.

  4. My goals for next week are to add the collision boxes for the new map and to make it easier to pick up items by adding some kind of raycast-only colliders.

  5. I learned that our game is truly a platform like Professor Voelker said it would become. It’s relatively straightforward now to just add any kind of new entity, such as the ArrowEntity that I added this week and the TrapEntity that I added last week.

  6. Feeling swell

Kenzo

  1. My concrete goals for this week was to make the particle systems appear when the player attacks or jumps

  2. I was able to make the particles show up when the player attack or jumps but it only shows in the middle of the map

  3. I am still trying to figure out how to spawn the particles in front of the players instead of the middle of the map.

  4. Resetting the offsets for the bounding boxes of the objects in the map so that it is more playable and players can interact with the objects more smoothly

  5. I learned how the server communicate with the client to spawn objects or play sounds in the code level.

  6. So excited to see how our game will turn out!

Meeting notes

Present: Kenzo, Will, Killian, Nick, Sean, Marcelo

todo summary: