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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