Friday, November 25, 2016

Posting this from home instead of the Appartment.

Things I worked on.

  • These are the art assets used for most of the game (Minus the stickers for right now) Most of these are in game minus the listerine bottle.
  • I also helped in providing input and suggestions on presentation for the game such as transition screens, UI mocks as well as feedback for actions in game.

Timmy Gerlach - Final post

whoop this is a little late here's what i did

Initial concept and mockups:



(photo alignment is hard)

All code (except for background bouncing laser, Error Bar, top-of-the-screen slider, and screen shake implementations). This includes the game manager (which organizes the game loop), audio manager, judge (detects a 'perfect hit'), laser (movement & bar generator), player manager object (dealing with score counting and sending input signals to other objects), debugger, and UI


cleaned up the beep noise from some random youtube video (there's some serious background noise there it's... ugh)

Thursday, November 24, 2016

Thing We Used That Weren't Us


  • LeanTween-https://www.assetstore.unity3d.com/en/#!/content/3595
    • The tweening engine wasn't actually used in the final product, but it was used semi-frequently in earlier builds, so we figured it was important to include it
  • Sounds For the Supermarket, a 1975 collection of supermarket music
    • Karl Jenkins - "Mr. Lucky"
    • Karl Jenkins - "Mr. Satisfied"
    • Brian Alberici & Andrew May - "Summer Breezes"
    • unidentified

Tuesday, November 22, 2016

Cole Smith-Final Post

Things done:

-Producer: I did a lot of the scheduling and organizing of meetings
-I arranged most of the UI stuff in game-the layout/positions of the title screen, level progress slider, and end results screen.
-I implemented the code on the slider to make it accurately judge and represent level length
-I implemented the red 'error' bar system.
-I implemented the 'perfect' screen shake
-I implemented the bouncing lasers on the title/results screen
-I was responsible for the now-excised feature where the bar changed color the more perfects you got
-Minor bugfixes
-I was responsible for most of the sounds effects in game.

Eric Speck Final blog post

Our game is at a beta stage and while it is buggy and not complete, it is a stage where it can now provide a complete experince. In future we may return to work on it more and maybe even see if it can end up on the app store.

My biggest contributions to the project were-
-Made all the levels that are in the final version for this class
-Suggested the red bars idea that show how far off you were
-Helped create the splash screen and result screen
-Conducted two playtest sessions
-Tweaked the gameplay feeling (how fast the laser moves, how much faster it gets etc) to where it currently is
-Suggested the cash register noises
-Came up with the idea that the laser would move faster after ever correct scan
-Did mess around sound a little bit, mostly with how the beeps change after every successful one

Thursday, November 17, 2016

Cole Smith 11/17

For this week, I have been working on fixing bugs, creating some new features, and creating new sounds for the game.
In the last few days, I am going to work on implementing the last few features and sounds, polishing a few last details, and ironing out any remaining bugs.

Sunday, November 13, 2016

Brian Abbott - A Little Late

So this week I created some stickers for our text icons in game as well as created a new laser in game to create a better feeling. This went better thanks to Cole adding a Post production bloom effect in Unity to generate a more visually pleasing aesthetic to the game. We will be having our last meeting on Monday for polish purposes and discuss any last minute changes.

Thursday, November 10, 2016

Weekly blog post 11/10 Eric Speck

This week I conducted the second playtest and posted the report here, we got some valuable feedback. We also got together and planned out how this weekend and next week we plan to finish our game and make it as polished as possible. I am planning to work on the levels and make them more appealing and interesting while also making sure that they stay fair and challenging.

Playtest feedback 2

Playtest report 2

Questions
How the does the game feel?
How did you feel about the levels?
How do you feel about the end screen?
Is there anything that confused you?
Does the game feel responsive to you?

Notes

Player 1
It felt like nails scratching on a chalk board
Doesn’t feel smooth and feels irritating

Huge difficulty gap

Could not tell how he did by what item he got and found it confusing

Had problem with the miss sound and the red bar that shows how off you were
Did feel the game was relatively responsive

Has issues with game result art
Didn’t feel like results had anything to do with the game

Player 2
Liked the speed up
Automatic slowdown is a little too jarring and mood killing
Found slow down annoying, paying too much a price

Found levels fair but a little on the boring side

Felt the results screen made sense
Felt the result screen bars need to be closer

Player 3
Felt the game feel fine, just timing like any rhythm game just more visual then audio

The levels felt fair

End screen

The game felt responsive

Wasn’t hard to get use to

Player 4
Didn’t take too long to figure out the game
Felt the speed up was a cool aspect of the game

Levels didn’t feel like cheating
Took while to figure out the timing

End screen made sense

Game felt responsive

Ten things we plan to change
1.      A different miss  beep sound
2.      We plan to test Screen shake as a form of visual feedback
3.      A slider that makes sense and better informs the player of where they are in the level
4.      Improvements on the level design so that the levels are more interesting and fair
5.      Adding a “Terminal Velocity” to the laser
6.      Modifying the hit beep so that it doesn’t hurt people’s ears
7.      Adding transitions to the end of the levels
8.      Have the good great perfect stickers be more readable and stay around longer
9.      Tweak the particle effects so that they are more visible

10.  Putting a transition to the object the player is scanning for at the beginning of the level

Cole Smith 11/10

Last week, I worked on implementing a number of new features into the build-a title screen, new assets, a cosmetic bouncing laser, a redesign of the results screen, etc.
This week, I will be working on implementing a number of tweaks and bits of polish to the build-the title screen, for example, needs a bit of redesign, I need to set a speed cap on how fast the laser can go, the bouncing laser needs more size and speed.

Sunday, November 6, 2016

Brian Abbott 11/5/16

This week we'll be working on getting our particle effects in our gameplay as well as developing some transitions between splash screens and gameplay. We want to ensure a somewhat chill experience with animations to spice the mood up.

Thursday, November 3, 2016

Weekly blog post 11/3 Eric Speck

This week we worked on improving the game for beta and preparing for playtesting next week. We worked on improving core gameplay machines and played around with the debugger around to find the ideal laser speed, hitbox detection and such. I also worked on a fancy new splash screen that is just BARCODE Click to start.

Cole Smith 11/3

In the past week on our game, I have been fiddling around with the end result screen and developed a rough “margin of error bar”
For the next week, I want to get the end result screen implemented and looking good, fold the ‘error’ bar into the main build, and reinforce the miss negative feedback.