Mad Castle Games Week 2
We've settled on a concept for our game this week and are hashing out the specifics for our concept document. I now have a much better understanding of what a mire the fuzzy front end of game design is. Its been a slog trying to settle on the key features and ideas we want to present in the game. We've made it a democratic process so far but I am now questioning its ability to get things done in a timely manner. It seems for every idea we agree should go into our game there are 5 different ideas for how it should be implemented. Democracy may not be our ally here.Our decision to use Unreal, an engine 90% of us have never used before, also leaves me a bit skeptical as to whether or not we can achieve the gravity manipulation mechanic that was presented in my pitch.
That aside, this week I:
- Installed PV4- we are using Perforce as our source control for this game.
- https://www.perforce.com/
- Installed Unreal Engine 4.11-2- This will be the version we are using for our final game.
- Created a hacknplan account for our project
- This is where we will post and keep track of assigned tasks
- http://hacknplan.com/
- Created a Slack account
- Slack will be our main communication hub. Its web and phone app, ease of access, feature set, and tools make it ideal for our groups communication needs. I am especially fond of how simple file sharing is on this platform.
- https://slack.com/
- Began a regiment of Unreal Engine tutorials.
- Learning the user interface, navigation, object manipulation, working with the content browser
- Learning the material editor- I am falling in love with Unreal's blue prints and materials. It seems much more intuitive than hard coding in Unity yet it still has the option to use your own code.
- Worked on concept document
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