WEEK 10 - Feedback
- Leighanne Fernandes
- Apr 27, 2019
- 2 min read
Updated: May 13, 2019
As per the Gantt chart schedule, we are expected to be done with the first draft of our game this week. But due to various reasons concerning the coding and design work, we were unable to do so. No worries, we still have a few more weeks left to catch up on our stuff. Nevertheless, we did receive a lot of feedback on our work and had to alter our assets or fine tune some of them!
By Monday, I was done with the textures for the second puzzle, and made hieroglyphic cards to use for the game.

I also made three detailed concept art sheets for the puzzles as a guide on how to play them on Photoshop. This isn’t to use in the game but as I aim to specialize in concept art, I felt the need to make these to add to my portfolio. All throughout the trimester, I had been refining the puzzle ideas on my own (with the inclusion of everyone’s feedback, of course) on the whiteboards. Visually documenting them allows me to fully communicate my ideas to my teammates, which can also be used for the future.
Above are three Photoshop concept art documents I worked on throughout the trimester.
On Tuesday, we received feedback on most of our assets. We had to fine tune a few of them. I had to re-texture the TANK due to unexpected reasons. Because it was done on an older version of Substance, adjusting certain aspects of it in the newer version was not permitted. So, I had to start from scratch.
By Wednesday, I got a lot more done! I completed my code for the trigger, which was to spawn the enemies when the player reaches a specific area. Here’s a screenshot of the code.

I also completed my final grey-box after a series of refinements from the previous week. Now, all that is left is for the games designer to replace it with the actual assets.
While encountering some issues with the animations in UNITY, we all worked together with the games lecturer to find solutions to the problem within the transitions of the animations. The issue had been identified as a minor pivot point change which caused problems for UNITY in calibrating the distances accurately. However, a solution was found and implemented.
By the end of the week, I was done with fixing the TANK textures, completed all vase variation textures and began populating the map. I also cleared my coding LO, which was a massive relief. With regards to my UNITY based LO's, I still have to work on the lighting, particle effects and complete populating the map. Two more weeks left to go and I am hoping for the best!!!
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