P4
A) MY ROLE IN THE PRODUCTION PROCESS
My role was doing the coding and designing certain graphical aspects of the game. In detail I created all aspects relating to UI and backgrounds whilst also constructing all the scripts in the game. Furthermore, I was the producer of the production team; due to this, I had extra responsibilities of organising the team whilst assigning tasks on a deadline basis.In the overall game production process, we all put our ideas onto a document and then selected an idea to add more detail that ranges from Storyboards to Asset mock-ups. From here we as a group planned the whole game based on the selected idea.
B) EVIDENCE OF MY ROLE IN THE PRODUCTION PROCESS
03/02/20
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( PRIMARY ROLE )
On the first day of production, I first created the project and started developing the core mechanics of the game using assets from the internet. From these assets I designed a simple Player Controller script which allowed the player to move forward automatically whilst allowing the player to jump on the press of a spacebar. The impact this had was that we had established the main inputs of the game on the first day of production.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
05/02/20
EFFORT | 6/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I created ground detection for the character as you could jump infinitely. The impact this had was that we fixed a potentially major bug early on in development.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
07/02/20
EFFORT | 7/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I started to practice working with the animation system built into unity with pre-made assets from the internet whilst also building a camera tracking system which essentially locks the camera onto the player at all times. The impact this had was that it allowed me to gain an understanding of the animation system to the point where I can input our own designs with ease into the final game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
10/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I created an automated platform generation system that involves the use of randomised lengths of platforms, randomised heights of the platforms and the platform destruction once the are off-screen. The impact this had was that we had a fully working infinite platform generation system built into the game from which we can input our own textures into down the line.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
12/02/20
EFFORT | 9/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I implemented a double jump feature into the game whilst also creating a better ground detection check as the previous one didn't account for the player scraping the edge of the ground object as this allowed the player to jump again. The impact this had was that it added an extra layer of skill to the game whilst also fixing a major bug early on in the production.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
14/02/20
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a restarting function for the game whilst also implementing a death screen scene. The impact this had was that the game could easily be tested as well as it is now a fully functioning game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
In this lesson I created the zooming in/zooming out animation for the death screen once the scene has been activated. I created this animation using an external software called Photoshop.
17/02/20
EFFORT | 6/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a pause menu with animated UI and high score text to the pause menu. The impact this had was that it gave the player the ability to pause/un-pause the game when ever necessary. This also helped with the debugging process.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the UI elements on the pause menu. These UI elements consist of the coin image, the highscore image and the button designs. I created these UI elements using Photoshop.
19/02/20
EFFORT | 8/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a score counting system as well as a high score save function - this allowed the player to have a sense of progression and it also added a layer of competitiveness to the game. The impact it had was that it furthered the development process of the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
21/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a coin game object whilst also creating a UI counter for the amount of coins collected during a game and a total coins counter that the coins collected during the game add on to. I additionally implemented a particle system for when the player triggers a coin. The particle effect deletes itself after reaching the end of it's randomised time frame. The impact this had was that it gave the infinitely generating platforms more than just running and jumping for no reason.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I implemented a coin image on the in-game UI. I displayed this coin image next to the coin counter text to give a more visual representation of how many coins the player has during their run.
24/02/20
EFFORT | 8/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I created a double coin powerup alongside a Power Up Manager script which manages the duration and the value of the coin. I implemented a UI bar that decreases gradually based on the duration of the powerup. I also implemented a spike into the game which added a further level of difficulty. The impact this had was that it gave the game more versatility as it adds another layer of skill onto it whilst also adding a benefit of double coins which will be useful down the line when shops are added into the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created a double powerup coin graphic using Photoshop which then was used in the final game.
26/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
I finished work on the main menu design in-game whilst also coding an options menu to be put on the main menu screen also. The impact this had was that the game was officially developed enough to be built and run to test whether certain mechanics the game offers are of a good standard once out of the editor.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the button designs as well as the small icons featured on some of the buttons on the main menu.
28/02/20
EFFORT | 9/10
QUALITY OF WORK | 9/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a shop that sells trails whilst also creating an equip menu which allows the player to equip/un-equip the bought items when ever they please. The bought trails when equipped will emit a particle trail that will follow the character throughout the game. This is purely a cosmetic item. The impact this created was that it gave the player a goal to reach in the end game as previously coins could be collected and stored but they ultimately had no use until now.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created each of the four particle effect cosmetic images on an external software called Photoshop. I then imported it into the game to be used as the player buyable trails.
02/03/20
EFFORT | 8/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson, I added another way for the player to earn coins in the game to buy trails through the use of a randomised wheel spin. Essentially the player pays 300 coins to spin the wheel from which they have a 50% chance of not losing money/making profit and with the remaining 50%, the player loses there investment. The impact this had was that it gave more incentive for the player to play the game more as they can potentially double their money in seconds which allows them to buy more items from the trail shop.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the wheelspin graphic with all the individual coloured coin textures on the design.
04/03/20
EFFORT | 6/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I started replacing all the stock art I have used with all the art my group has made. This includes things like UI, Buttons, Sliders, Backgrounds, Character etc. However, for the backgrounds I had to create two different scripts. For the main menu background I created an infinite scroll script which makes the menu feel more alive and dynamic. For the in-game background I created a parallax background which essentially means the background is layered and each layer moves at different speeds which gives the 2D space a 3D feel. The impact this had was that the game was almost finished as all of our art had been implemented into the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
06/03/20
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I added the sound effects and sound tracks my group had made and configured them to be responsive with the volume slider within the options menu and the pause menu. The impact this had was that the game was that it added the finishing touches to the game as the game was completely silent beforehand.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I helped work on the jumping sound effect and I also helped with the work on the soundtrack in-game and on the main-menu.
09/03/20
EFFORT | 9/10
QUALITY OF WORK | 9/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I had other people test our group's game to see to get feedback and to discover any undiscovered bugs. From this feedback we fixed an issue from which the wheelspin glitched if the player left the menu too soon. We also added animations to all of the buttons in each scene whilst also adding a spacebar to restart function in the death screen. The impact this had was that it allowed our game to be tested by outside players which gave us valuable information on what could be fixed and improved about our game. From this feedback we essentially finished our whole game and are ready to release it.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
WHAT I NEED TO DO TO IMPROVE AND WHAT BE SHOULD DO DIFFERENTLY IF IT WAS DONE AGAIN
To improve my coding and design skills down the line I would need to learn more advanced coding tips and tricks that save memory and improve the overall performance of the game. With the design aspect I would need to improve upon my pixel art skills as I eventually scrapped the idea of making pixel-based backgrounds and made HD ones instead.
If we were to create the game again, I would make sure everyone was more organised on delivering assets on a deadline. Additionally, I would personally try to make the code in the game more neat and performance friendly as I now know more about C# then I did before I began.
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( PRIMARY ROLE )
On the first day of production, I first created the project and started developing the core mechanics of the game using assets from the internet. From these assets I designed a simple Player Controller script which allowed the player to move forward automatically whilst allowing the player to jump on the press of a spacebar. The impact this had was that we had established the main inputs of the game on the first day of production.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
05/02/20
EFFORT | 6/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I created ground detection for the character as you could jump infinitely. The impact this had was that we fixed a potentially major bug early on in development.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
07/02/20
EFFORT | 7/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I started to practice working with the animation system built into unity with pre-made assets from the internet whilst also building a camera tracking system which essentially locks the camera onto the player at all times. The impact this had was that it allowed me to gain an understanding of the animation system to the point where I can input our own designs with ease into the final game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
10/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I created an automated platform generation system that involves the use of randomised lengths of platforms, randomised heights of the platforms and the platform destruction once the are off-screen. The impact this had was that we had a fully working infinite platform generation system built into the game from which we can input our own textures into down the line.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
12/02/20
EFFORT | 9/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson, I implemented a double jump feature into the game whilst also creating a better ground detection check as the previous one didn't account for the player scraping the edge of the ground object as this allowed the player to jump again. The impact this had was that it added an extra layer of skill to the game whilst also fixing a major bug early on in the production.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
14/02/20
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a restarting function for the game whilst also implementing a death screen scene. The impact this had was that the game could easily be tested as well as it is now a fully functioning game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
In this lesson I created the zooming in/zooming out animation for the death screen once the scene has been activated. I created this animation using an external software called Photoshop.
17/02/20
EFFORT | 6/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a pause menu with animated UI and high score text to the pause menu. The impact this had was that it gave the player the ability to pause/un-pause the game when ever necessary. This also helped with the debugging process.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the UI elements on the pause menu. These UI elements consist of the coin image, the highscore image and the button designs. I created these UI elements using Photoshop.
19/02/20
EFFORT | 8/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a score counting system as well as a high score save function - this allowed the player to have a sense of progression and it also added a layer of competitiveness to the game. The impact it had was that it furthered the development process of the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
21/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a coin game object whilst also creating a UI counter for the amount of coins collected during a game and a total coins counter that the coins collected during the game add on to. I additionally implemented a particle system for when the player triggers a coin. The particle effect deletes itself after reaching the end of it's randomised time frame. The impact this had was that it gave the infinitely generating platforms more than just running and jumping for no reason.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I implemented a coin image on the in-game UI. I displayed this coin image next to the coin counter text to give a more visual representation of how many coins the player has during their run.
24/02/20
EFFORT | 8/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I created a double coin powerup alongside a Power Up Manager script which manages the duration and the value of the coin. I implemented a UI bar that decreases gradually based on the duration of the powerup. I also implemented a spike into the game which added a further level of difficulty. The impact this had was that it gave the game more versatility as it adds another layer of skill onto it whilst also adding a benefit of double coins which will be useful down the line when shops are added into the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created a double powerup coin graphic using Photoshop which then was used in the final game.
26/02/20
EFFORT | 9/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
I finished work on the main menu design in-game whilst also coding an options menu to be put on the main menu screen also. The impact this had was that the game was officially developed enough to be built and run to test whether certain mechanics the game offers are of a good standard once out of the editor.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the button designs as well as the small icons featured on some of the buttons on the main menu.
28/02/20
EFFORT | 9/10
QUALITY OF WORK | 9/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I created a shop that sells trails whilst also creating an equip menu which allows the player to equip/un-equip the bought items when ever they please. The bought trails when equipped will emit a particle trail that will follow the character throughout the game. This is purely a cosmetic item. The impact this created was that it gave the player a goal to reach in the end game as previously coins could be collected and stored but they ultimately had no use until now.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created each of the four particle effect cosmetic images on an external software called Photoshop. I then imported it into the game to be used as the player buyable trails.
02/03/20
EFFORT | 8/10
QUALITY OF WORK | 8/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson, I added another way for the player to earn coins in the game to buy trails through the use of a randomised wheel spin. Essentially the player pays 300 coins to spin the wheel from which they have a 50% chance of not losing money/making profit and with the remaining 50%, the player loses there investment. The impact this had was that it gave more incentive for the player to play the game more as they can potentially double their money in seconds which allows them to buy more items from the trail shop.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I created the wheelspin graphic with all the individual coloured coin textures on the design.
04/03/20
EFFORT | 6/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I started replacing all the stock art I have used with all the art my group has made. This includes things like UI, Buttons, Sliders, Backgrounds, Character etc. However, for the backgrounds I had to create two different scripts. For the main menu background I created an infinite scroll script which makes the menu feel more alive and dynamic. For the in-game background I created a parallax background which essentially means the background is layered and each layer moves at different speeds which gives the 2D space a 3D feel. The impact this had was that the game was almost finished as all of our art had been implemented into the game.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
06/03/20
EFFORT | 7/10
QUALITY OF WORK | 7/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
During this lesson I added the sound effects and sound tracks my group had made and configured them to be responsive with the volume slider within the options menu and the pause menu. The impact this had was that the game was that it added the finishing touches to the game as the game was completely silent beforehand.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I helped work on the jumping sound effect and I also helped with the work on the soundtrack in-game and on the main-menu.
09/03/20
EFFORT | 9/10
QUALITY OF WORK | 9/10
DESCRIBE THE WORK I DID AND THE IMPACT I HAD
In this lesson I had other people test our group's game to see to get feedback and to discover any undiscovered bugs. From this feedback we fixed an issue from which the wheelspin glitched if the player left the menu too soon. We also added animations to all of the buttons in each scene whilst also adding a spacebar to restart function in the death screen. The impact this had was that it allowed our game to be tested by outside players which gave us valuable information on what could be fixed and improved about our game. From this feedback we essentially finished our whole game and are ready to release it.
DESCRIBE THE WORK I DID AND THE IMPACT I HAD ( SECONDARY ROLE )
I didn't create/implement any artwork or sounds in this lesson.
WHAT I NEED TO DO TO IMPROVE AND WHAT BE SHOULD DO DIFFERENTLY IF IT WAS DONE AGAIN
To improve my coding and design skills down the line I would need to learn more advanced coding tips and tricks that save memory and improve the overall performance of the game. With the design aspect I would need to improve upon my pixel art skills as I eventually scrapped the idea of making pixel-based backgrounds and made HD ones instead.
If we were to create the game again, I would make sure everyone was more organised on delivering assets on a deadline. Additionally, I would personally try to make the code in the game more neat and performance friendly as I now know more about C# then I did before I began.
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