Sunday, June 16, 2013

Post Mortem

It’s been a crazy trip but we finally got through the development lifecycle of Lithic! It turned out to be a great experience for us grad students and raised the bar for our future work. We’ve accrued much deeper knowledge in realistic production cycles, technical design, look development, player satisfaction testing, and gameplay streamlining; and, since we’ve gathered this knowledge, there are also mistakes we made along the way that we can share with our readers.

The Right Stuff

  • Our scheduling was on-target. We create a set of goals we intended to deliver, and over the course of 11 weeks delivered on them.
  • From the onset, we had a vision of discovery and an aesthetic to match that vision. We managed to stick to it, adding only when players needed more information.
  • We had strong communication within teams; both the technical and art leads created concept designs that the programmers and artists respectively could follow, question, and implement effectively.

The Wrong Stuff


  • Communication across teams was difficult. We lacked the skills in appointing members to submit content to the blogs, to reach out to potential playtesters, and to keep the group informed of its members’ progress.
  • Not enough attention was given to informing users of their progress and available actions. The master inventory wall, for instance, was implemented in the last two weeks of development and could have used more time to be playtested.
  • We decided to experiment with a different way of animating images across the cave walls: instead of using materials that travel on the wall’s UV, we used a complex light system that had many setbacks (textures can be reversed, their color palette per-light can’t have any range, and they can only take up a certain portion of the image canvas or else they stretch). In future developments, this system -- while an interesting way to solve the problem of making images flush against a surface -- would need to be complemented by more standard methods of texturing.

Thursday, June 13, 2013

Meeting May 22

Attendees: Bingjie, Justin, Sanjay, Alex, Dan, Kirk,


  • Running out of arrows
  • replayable
  • die animation before hitch out
  • mountains don't convey needs
  • more appearances of beast
  • obstacles for chase
  • turn off rules (let spear be used in more situations)
  • tribes have different benefits
  • skipping levels 
  • relight fire
  • berry benefits

Sunday, May 19, 2013

May 19 2013 - Meeting

Meeting from May 19 2013

Bingjie, Justin, Alex, Kirk, Daniel

Kirk's cave model is in-game
Will need a ceiling.

Dan's 2D Animations
-After Effect's Puppet Pin Tool

-First four cinematics
-Scene 1 -Dispora
-Scene 2 - Desert
-Scene 3 - Forest Collecting
-Scene 4 - Hunting

Justin
-bug fixing
-beast aggression display
-population display

Bingjie - camera swapping?

Alex - Water effects?





Wednesday, May 8, 2013

5/8/13 Meeting Notes

Meeting - May 8, 2013
Full Attendance
  • New Web Build
  • Issues:
    • How to convey what can be done in a scene?
    • How does player know how they're doing?
    • Will the 2D/3D feel good?
We had a lot of progress today!
  1. We came up with a quick solution to telling users during scenes how much stuff they have left to do. 
    • In the background of every scene, there will be a mountain with three sections on it.
    • This mountain's thee sections are (1) the village, (2) a first set of collectibles and (3) a second set of collectibles.
    • Both sets of collectibles have two options: collect berries or hunt game
    • for every 3 berries, only 1 game is required.
    • However, hunting game may negatively impact the predator aggression meter
  2. We sorted out the programming requirements for making the mountainside happen.
  3. We assigned programming tasks to Bingjie and Sanjay
    • Sanjay: Work on the respawn system and figure out how to make it work.
    • Bingjie: Work on the bug with projectile shooting as well as put finishing touches on the start menu. 
  4. We assigned some art tasks to Dan
    • Generate some sample assets for the mountain side
    • Work on overall scene level art and cutscene design

Wednesday, May 1, 2013

May 1 Meeting

Attendees: Dan, Justin, Bingjie, Alex, Kirk

Discussion Points:
  • Finalized Inventory Measurements
    • Predator Aggression [1 - 100]
    • Village People  [1 - 100]
    • Sticks  [1 - 100]
    • Berries  [1 - 100]
    • Meat  [1 - 100]
    • Presence of Fire [Boolean]
    • Created Village [Boolean]
    • Found Forest [Boolean]
  • Problem Points
    • Player Feedback / Communicating Internal Parameters
      • Proposed Solution:  central column that has repository representation of player stats.
    • Not much carry-over between 2D and 3D Worlds
      • Proposed Solution: Beast in shadows that (1) limits progression and (2) changes in behavior based on player's choices in scenes
    • Baby's role is unclear
      • Proposed Solution: 
        • Make it a rare spawn in (1) 2D scenes AND (2) baby eyes in 3D shadow.
          • Audio cues?
          • Environmental Markings?
          • Baby tracks in 2D.
    • Keep in mind DIFFERENT SHADES of endings
      • final painting, not beast behavior
      • Domestication evolution idea - creature should have a form of evolution as well.
  • Level Design Talking Points

For Next Week:
  • Playable Demo
  • Setup Survey [Web Build]
  • Consistent Web-Build 

Monday, April 29, 2013

Meeting 4/29/13

Attendees: Kirk, Bingie, Justin, Dan, Alex

Notes:


  • Discussed the cave layout
  • Discussed the various 2-D interactions
  • Discussed creating one large grid map for the 2-D
  • Assigning group members production tasks
  • Discussed how the interaction with the Beast at the end will play out.
    • Parameters set in the 2-D interactions will determine whether player is presented with a bone knife or bone flute
    • Showing that there is two optional outcomes, while only letting the player take one, will increase replayability
  • Discussed Torch Relighting mechanic

Week To-Do List:

Kirk
  • Character modeling for 3-D Beast and Baby
  • Alter
  • Torch
Dan
  • Concept Art for Alter, Torch, Tools
  • Misc. 2-D Assets
  • Various 2-D grid layouts
Bingie
  • Concept Art for Baby Beast
  • Bone Flute
  • Bone Knife
Justin
  • Basic Set-ups for each gameplay style
  • Coding for End scene
  • Coding for each scene type
  • Coding for Torch (Flickering out/Relight)
Alex
  • Basic Cave layout
  • Update Gantt chart