What A Week

Whew, this week has certainly been a rough one with all of the extra activities going on in the EAE program. I got to say, there was one day this week where I was a little nervous about my current game project tentatively named, Impulse.
So this week is a big one or the EAE program. The tentpole open house just wrapped and their were a few other events this week that the producers were asked to assist with. Due to all of this hub-bub, I have not been able to be as hands on with the development of my game as I want to be. In fact, on Monday of this week I was a bit nervous because I had not even been able to play the prototype that was created over the weekend.

Yes, we have a fully working prototype after only one day of development. This always happens on the projects that I work on and I love it. Cody managed to get a great deal of things to work that we discussed in our brainstorming sessions and even built a short tutorial level for the player. The only thing basically keeping us from turning this prototype in is that in we all imagined the game being a 3rd person game in order to keep the thematic wrapper that Damean proposed. Essentially, that theme was Toy Story except with an artist's drawings instead of toys. It made sense with the combat and the tone we all wanted to pursue for the game. The first person camera just takes some of that theme out of it by not seeing a main character on screen.

After we were all in agreement, I decided to let everyone know how we were going to develop this time around. I thought about what to do with such a big time and figured that if each programmer worked on a particular asset of the game, then we could split up the work evenly for everyone. However, because Unity is a fickle beast when it comes to version control, we would need a lead engineer to keep track of the uploads being committed to the SVN. Because Cody put in so much work already, he was the obvious choice to assume that role. Everyone else declared what position they wanted and explained why they wanted it. Roles that are filled are camera team, UI, A.I, abilitiy creation and management, art, and finally level design.

When we met again on Wednesday, the guys had done so much work that I asked them if they were comfortable featuring the game at the EAE open house. They were all pretty excited. So, as of right now, Impulse will be the only prototype from this round that is ready, playable, and fun. Super proud of that and the work my team has done.

This entry was posted on Thursday, December 6, 2012 and is filed under . You can follow any responses to this entry through the RSS 2.0. You can leave a response.

Leave a Reply