Sunday, May 17, 2015

Beta Test

The Beta Test shown at Maker Faire is not a complete and final project, however it is pretty far down the path. The game and it's files can be downloaded  here.

Below you will find some selected screenshots of the Beta Test




Maker Faire

The weekend was quite the success! We showcased the Beta Test of Adrastus to the various people at Maker Faire, and even had a few take a survey for us to reflect on, so we can improve the product even more!
The Majority of the Team at Maker Faire featuring R2-D2


There was quite a large crowd that kept trying out the game, so we were able to gain lots of experience and hear a lot of different perspectives on the game.

Some included:

-More styles of interactivity (e.g combat)

-The addition of power ups

-Fixed AI

-Extra challenges

Overall the experience there was fantastic, and we become a bit more well known!


Thursday, April 30, 2015

T-shirt Survey

Hey Guys! Please vote for the T-shirt design. Sonia's design is here and Alvin's design is here. Cast your vote here. If you vote for the collared shirt, the design on the front can only fit on a small space in the top left corner of the shirt.

Game Name

The team has come to a point where the have to find out a name for the game
Contribute your ideas on the last page of the google doc below!!!



https://docs.google.com/document/d/1g7CllxpiAYfIeTFeDoiL3K9lM_Fa4Q_bzYtnOZ3xVck/edit?usp=sharing

Tuesday, April 28, 2015

The Team



We're hard at work—finalizing aesthetics, CADing parts, applying audio, programming, and getting ready for user testing next week.

Monday, April 27, 2015

Maker Faire Documentation


Maker Faire Documentation

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Amijot is experimenting with Unity, and is looking at forums for help on AI Players. The vast resources and friendly users of Unity greatly help speed up our development



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Sukhjit prepares to add the enemy follow AI after getting the code from Amijot



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Amijot’s Page on making an enemy chase the player, vital to our game


Amijot, Sukhjit, and Ryan carefully watch Paras who has cracked the code of water in Unity. This provides needed relief for the team, who struggled with water placement

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Austin is working on perfecting water details (like Paras), and Catherine is helping on general landscape

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Audio Team is hard at work recording Jake’s lines: Diana and Sasha provide cues for Jake’s intonation, while Austyn records and edits, and Craig monitors the equipment

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Paras hard at work CADing our game’s environment with water and landscape features, so that it will look much more realistic and immersive

Juan Salvador using inventor to CAD an object that will be used in Unity at a later stage.

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Alvin oversees the audio team of Sasha, Austyn, and Craig as they begin to record piano pieces for the game


Amijot, Gaganpreet, Paras, Ashab, and Ganesh try to help Sukhjit create a follow AI while having fun.


Austin demonstrates our forest level at both day and night so the class could choose the time of day

Craig and Jake edit the audio tracks of our game

Photo Apr 28, 8 25 47 AM.jpg

Friday, April 24, 2015

T-shirt design


Here's a potential t-shirt design me (Sonia) and Diana came up with to wear for Maker Faire, and are a great way for us to look like a professional, unified team. The weird letters on the front say 'WHS' in Greek. We'll probably put the name of the game on the back once we figure out a name. The shirts are approximately $11-12 to order, but Ms. Leppla also gave us the option of DIY'ing it ourselves (it's be cheaper, but probably not as nice looking). This isn't the finalized version, mainly because we need feedback and etc. So please comment your thoughts below (ordering vs. DIY, what should we add/change, would you be willing to buy one, etc.) Thanks!

Thursday, April 16, 2015

Things on Unity and Things We Have To Make



These are some of the things Unity has and doesn't have.  We will add more once we find out more about the assets.

Wednesday, April 15, 2015

Inventor To Unity Tutorial

This is a simple tutorial outlining how to transfer files in inventor to unity, by using blender as a medium. Bear with some of the loading times, its not too bad :). Hope this helps those that were wondering, or will need to know this! I'll try to work with water, and its depth next!

Tuesday, April 14, 2015

Incorporating Audio To Levels

Here is the first of tutorials to be posted here, in order to help better understand unity, and create an ultimate product to show for Maker Faire. In this tutorial, you will see how to apply audio to specific Objects (in this case, the level itself) and play the audio upon opening the scene. I hope this marks the beginning of new found hope and understanding!


Wednesday, March 25, 2015

Job Roles

Teams Manager & Innovator: Austyn

The Teams Manager & Innovator works closely with both the Engineering and Design Teams to oversee the design process of the game, making any necessary changes to help make the game awesome. It is crucial for this person to keep the teams on task while making sure the game is meeting goals, looking great, and functioning properly.


Product Manager: Diana

The Product Manager collaborates with both the Design and Engineering teams to oversee production of the game. One key task of the Product Manager is defining the market positioning of the game, especially in terms of showing how they are different to competing products. The most important part of the job occurs prior to release, when the game's launch plan is put into action.


Games Artists: Sachi, Gaganpreet, Sukhjit, Juan

Games Artists will create the visual elements of the game, such as characters, scenery, objects, vehicles, surface textures, clothing, props, and even user interface components. They also create concept art and storyboards which help communicate the proposed visual elements during the pre-production phase. Each of the artists will be sharing their own specialty within the group.
Artists must be aware of the technical capabilities and limitations of the platform that the game will be played on. It's important to be receptive to feedback from the QA Testers, and share updates with the Creative Director.


Game Designers: William, Sonia, Ganesh, Vijay Raveendran, Ashab

Game Designers devise what a game consists of and how it plays. They plan and define all the elements of a game: its setting; structure; rules; story flow; characters; the objects, props, vehicles, and devices available to the characters; interface design; and modes of play. Once the game is devised, the Game Designer communicates this to the rest of the development team who create the art assets and computer code that allow the game to be played.
Designers introduce the elements of the game to the QA Tester.


Creative Director: Pallavi

The Creative Director is the key person during the game development process, overseeing any high-level decisions that affect how the game plays, looks or sounds.

Game Programmers: Archit, Catherine, Meera, Amijot, Benjamin

Game Programmers work at the heart of the game development process. They design and write the computer code that runs and controls the game. The Programmers create different 'builds' of a game, checking in with the QA Tester to fix any bugs identified at each stage.


Audio Engineers: Jake, Craig, Sasha

The Audio Engineer creates the soundtrack for a game. This might include music, sound effects to support the game action (such as explosions), character voices and other expressions, spoken instructions, and ambient effects, such as  crowd noise, vehicles or rain.


Level Editors: Katie, Matthew 

The Level Editors define and create interactive architecture for a segment of a game, including the landscape, buildings and objects. They must be true to the overall design specification, using the characters and story elements defined by the Game Designer, but they often have considerable freedom to vary the specific look and feel of the level for which they are responsible. They define the environment, general layout of the spaces within the level, and lighting, textures, and forms.


QA Tester: Austin

Quality Assurance Technicians, or Testers, performa  vital role. They test, tune, debut and suggest the detailed refinements that ensure the quality and playability of the finished game. They play-test the game in a systematic way, analyzing the game's performance against the designer's intentions, identifying problems and suggesting improvements.


Lead Programmer: Paras

The Lead Programmer leads the programming team responsible for creating all the computer code which runs and controls a game.


Assistant Producers: Ryan, Alvin

The Assistant Producers work with a game's production staff to ensure the timely delivery of the highest quality product possible. They will focus on specific areas of the development process.


Friday, March 20, 2015

FPP Game Team Plan

The students must plan how to divide the class into certain organized segments in order to work on a game together. They came up with the divisions:

-Gameplay

-Art

-Coding

-Sound Design

-Narrative

-Oversight

The Team Map Plan
Students will identify which aspect they wish to work on/be a part of. After this, it is a straight path of game creation.

For more info on game industry job roles check out this site.

Monday, March 16, 2015

Game Genre Pitch!

WHS's Intro to Design class split into five groups, and each group collaborated with each other to form a specific game genre/plan.

The genres that each group came up with were:

-RTS (Real Time Strategy)
-Survival/Horror (Following an extra- terrestrial theme)
-FPP (First Person Perspective)
-Text based RPG (Role- Playing Game) {following along with a choose your own adventure theme/visual novel-esque}
-3D Open World Survival

At the end of the week, each group pitched their ideas to the rest of the class. The RTS presentation may be seen here.
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Due to troubles that arose through the voting process, we had to vote twice. The top- voted genres were:

-FPS (11 votes)
-Text Based RPG (9 votes)
-RTS (6 votes)

The majority of the class voted for FPS, so afterwards we agreed to use the Unity Game Engine in order to create it. As of March 16, 2015, we are awaiting the submission and acceptance of the District Office to equip our computers with this software.
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*EDIT*

WE HAVE UNITY 5.0 PROFESSIONAL FOR USE ON THE COMPUTERS, ALL WE HAVE LEFT IS TO DIVIDE INTO TEAMS AND WORK ON THE GAME!!!

Friday, March 6, 2015

Individual Inspirations

The students of WHS's Intro to Design class worked on and researched what game inspired them the most, and as a result would most likely transition into their idea for game design.

We went over the following categories in order to form a complete background analysis in order to initiate our genre- specific game plan:



  • What is the game like?
  • How was it developed?
  • Who developed it?
  • Why was it created?
  • Why is this game intriguing to you?
  • Include documentation of the game (photos/videos)

One student's set of research can be found here.

The students understood that everyone will have to work as a team, and as a result, was more than ready to initiate genre brainstorming through this endeavor.

Tuesday, February 17, 2015

Commencement!

WHS's Intro to Design class has begun the process of design on their newest project; an interactive game for showcasing at Maker Faire. We have been planning what feelings we wish to invoke, and experiences in which we wish to gain, by generating, connecting and sorting all the topics that come to mind when speaking of showcasing a project at Maker Faire. Afterwards, we analyzed our ideas and formed two claims and two questions based off of each.The images included are examples of what we have done.
Guidelines For The Planning Process



One Groups' Essential Questions


One Groups' Quick Plan Outlook


The Class's Final Set Of Goals