Thursday, 26 April 2012

Week 8 Work Log


  1. 28/4/12: 4 hours manga art research
  2. 30/4/12: 3 hours windy dress unity set up
Reflections:
We went to a manga store, massive, and I managed to grab some for Yu Chen's inspiration. Also they had a "try manga out" stall where you can try and draw and be mangaka yourself! The internet was up and running on the 30th, so I managed to get some of the assets Yu Chen created and implement them into the scene for windy dress.

Wednesday, 18 April 2012

Week 7b Work Log

  1. 23/4/12: 2 hours gachapon research
  2. 25/4/12: 4 hours trailing Japanese mini games 



















Reflection:


As of the 20th Kaylie (my daughter) and I have flown to Fukuoka Japan to meet up with Stephanie (my honey) and Ashley (my youngest daughter) and celebrate Ashley's first birthday on the 27th. Stephanie has only just moved to Japan, so there won't be internet here until the 29th! So as you can see by the images above I have been gathering creative assets for the project by taking pictures of the gachapon machines for main menu inspiration, and playing a heap of Japanese mini games at yodabashi camera, and arcades for inspiration.

Tuesday, 10 April 2012

Week 7a Work Log

  1. 13/4/12: 5 hours mic test work
  2. 14/4/12: 5 hours mic test finalise
  3. 14/4/12: 1 hour Unity update that fixed the IOS 5.1 splash screen bug FINALLY

Reflection:
During the holidays I had a heap of assignments and exam prep to do, but I managed to fit in a mic test. So now if you blow into the mic the spaceship will automatically shoot. Main issue with it is that you have to dedicate a recording time (min 1 second), and then listen to the recording for how loud the person was blowing. This is an issue because it means that there's a lagg between when you make the noise and when it reacts. Might be able to rectify if I can take frequencies of the first recording during the second recording, of better still, if I can start listening prior to it finishing recording.


Biggest success was that unity finally broaght out its new release that fixed the ios splash screen bug. Not I can build 5 times faster, and debug in real time. This makes programming 10 times easier by far!

Wednesday, 4 April 2012

Week 6 Work Log


  1. 4/4/12: 3 hours pre-tut working on getting the shake demo ready
  2. 4/4/12: 1 hour Attending tut and presented our progress to the class
  3. 4/4/12: 3 hours after tut working on getting a better working copy of the shake
  4. 4/4/12: 1 hour making sure GIT works with everyone, especially nguyen

Reflection:

This week mainly was all about doing a heap of work at the start, because holidays were coming up and when they say "holidays" they really mean "work your ass out on assignments and exams that come up just after holidays". 

Anyways, I had to work hard to get the shake demo up and running by the time we were on for the class presentation. Which I did, though I felt a little bad because everyone else seemed to be on top of their work and ready. 

We did our presentation, and when we asked "and questions or criticisms" no one said anything, but then of course Laz jumped in to give us some criticisms. Ok, so in terms of Laz's crit, I'm not too sure if it's because he has high hopes for us, or because he just wanted to make an example of us, or because he really did feel about what he said to us... but he gave us a real whelping (verbally) about our progress, and I think all of us felt a little taken back. 

Basically Laz said that a) we've been showing the same progress, showing new little demo's about new mechanics, but when it came down to it the hard ones (mic and camera) are still not solid; b) we don't seem to be anywhere near completing our first game, and if we want to have handful of them ready by the end of semester we really should have at least one done by now; c) he's seen nothing but sketches and sketches week after week with no solid concrete hold on the game's final art style and assets. That being said, all very harshly I must add, Lall and I did spot Laz smiling when the slide with the transvestite in a windy dress came up. It's pretty clear to us that he really does like our idea, he just wants us to be getting on with it and making it right. 

Also, everything he said is true. I feel, for me, that this stupid unity glitch is really making me take twice as long to do anything. I feel that Yu-chen has a LOT of work to do, and in terms of what she's producing, she really needs some solid images pupping out. That being said Lall is in charge of the assets for the game and does not respond fast enough for Yu-chen; it should be, here Lall, look at these cat paws, Lall looks at it and circles which one he likes, "we'll go with this one" he says and hands it to Michael to vector, Michael draws it up in illustrator, saves it, then scales it for the iPhone, handing the asset to Nguyen (who's working on cat swipe), who then adds it to our assets library. Right now none of this has happened yet. Our assets library essentially has NOTHING in it. 

After the tut (which we dogged out early to work on our project) we all went to z block to work on our parts. Nguyen and I managed to almost finish two games (lunch money and shopping cart), we just need the assets.