Saturday 31 January 2015

Second Week of Teamwork

During the second week of the project, we worked with our respective assigments. I worked with the concept art on the mole, as well as making a first sprite of it for the game. However, it wasn't approved by Oskar, the Lead Art, and after two more attempts we decided that I should do a sketch of the mole and send it to him. I should be finished with it by the weekend.

I'm quite bad at drawing and building up characters in volumes, normally when I paint something I do it all from scratch without making a sketch of it. It is also difficult for me to draw things without a motive, as I'm most common with copy-drawing the thing that I want to depict. This has been a problem for me in the 2D-course, where I have to assignments to redo from scratch, as well as others which I haven't even touched. Now only that, I get one new assignment every week which must be finished until the week after. So I'm quite behind my working schedule and my drawing technique must be greatly improved, or otherwise I will get wrecked during the following weeks. I got some titition from one of my teachers in friday.

Friday 23 January 2015

First Week of Teamwork

So as I mentioned in the previos entry, the class began the new Game Project on monday this week (January 19). And all groups have chosen a new game to develop. Me and Team 13 chose the stealth game Mole Munch by Team 8. Some members of the groups were relocated to a new group, and even whole groups have been disintegrated and allocated into new ones. Fortunately, my group was not affected, instead we received a new member by the name of Oskar Månsson, who is a second-year graphics student who will be a experienced asset for the team.  

Our first group meeting was on monday from 11:30 to 11.45, i.e. a very short one.
Her we spent the time with chosing the game we want to develop, and exhange new roles. This time however, the producer-role will be eschanged between all team members each week. For this week, we chose Adam as the Producer and me as the Lead Artist and Q.A.. The rest would continue their previos roles, Sebastian as the Game Designer, Olle as the Lead Programmer and Daniel as the Lead Sound Designer. After the meeting, we received Team 8:s Design Document of Mole Munch and we read it 'till our next meeting on thursday. We also gave our Magic Writer-document to two other groups who chose our game for their respective projects.

Our second meeting on thurday began on 10:20 and lasted to 11:50. It would later continue from 14:00 to 16:00, where we did some work as well. We created an SMS-group where we could contact each other outside of Skype and other social medias. Here we also intruced ourselves to Oskar. In this meeting we defined the game's aesthetics, which mechanics that we would retain and develop, and what the game would be all about. It would be a "Stealth Gathering" one, a Pacman game but with color. The game's graphics wouid be cartoonish and colorful with no darker colors. We also decided that we should put a maximum of 8 hours (9:00 a.m. to 5:00 p.m.) every weekday to work on this project.  We'll take lunch between 12:00 to 13:00. On tuesdays and wednesdays we take our time with working on other school work. That means we only work with the project on mondays, tuesdays and fridays, except when we have lectures or other events that would come before the teamwork. We also did some actual work here; I collaborated with Oskar on making a moodboard for the game.

Our third meeting on friday began on 13:00 and lasted to 16:15. I was on an a meeting with my two mentors between 15:00-15:45. Here we met our newly appointed scrum master (scrum is a method in systems development) called Inge Olaisen, who can help us in the development process and coach us.  We exchanged phone numbers and invited him in our Skype- and SMS-groupes. Our prime decision was that the game would have a level system, instead of a endless one which our Game Designer Sebastian suggested. But me and the rest thought that it would be more easier and more fun to build different levels and design them wather than an entire open world. It would also be less work for all of us, especially for the programmers. Here I spent my time with doing Concept-Art for the mole. Oh by the way, we also made so that the mole could see all the map under ground, but not when he is "on" the ground.

So to sum this up, we have now begun the pre-production phase on the development of Mole Munch. This will continue during the next week where we will have a meeting with our scrum master and appoint a new producer. I hope it will go well for all of us, and that the game will be a true success.




"You are very, very hungry... the vegetables up there seem so crunchy and
succulent that you must get one. And another. And yet another ... But beware - the
people up there will not be excited about a mole digging in their yards, and will do
their best to drive you out."

Thursday 22 January 2015

The Return to School and Blogging

Well, I'm back...

I'm terribly sorry for not having written any posts here for over two months. I really need to put more effort to this blog, or otherwise it will not go well my final grades for this year.

Anyway, I' came back from my three week-long christmas break in January 13. The break started (I think) in December 15 last year. I spent the majority of my break with my family back in the mainland. We had an awesome one-week christmas vacation in Costa del Sol in Spain, where we visited Gibraltar and Málaga, and all cities and villages between them. However, I didn't do any schoolwork when I was there (I had some completition-work left from the 2D-course to do). Instead I completed them on January after New Year.

I still have some work to tend to in the course, which really sucks now when we have entered the second part of the course (on January 20), which will go on for a couple of months. Fortunately, the second part is a 50% studyrate course, which means that we'll only have one day of lesson per week, but still with the tradition to give new, fresh homeworks to us lorehungry students after each lesson. So I have much to tend to in the two-part 2D-course. But there is more!

On January 19, we entered the grand Introduction to Game Development course. Now, it's finaly time to make a PC-game, not the small ones in the Game Jams, not the paper prototypes of already existing games. No, now me and my trustful group of gaming compadres will produce a full fledged, beautiful and (hopefully) complete PC-game which must be finished on Marsh 27. But we'll not do Magic Writer, our previous gaming project last year. No, this time we'll take over the reins from an another group which we chose during the first day of the new course. Each group in the class chose a game that an another group has created, with the task to elaborate and come up with new ideas for the game, produce it and present it for the teacher and the entire class during certain dates during the two month development period, until the final submission on March 27.

My group chose "Mole Munch", a stealth-game created by Team 8. We think this game has pretty interesting ideas, which we would really like to expand on. The player controls a mole who collects carrots from a garden, guarded by gardeners which the mole must avoid. The mole can dig down under ground, creating a hole in the gound while doing it, and pop up again, only to have his eyesight and speed considerably reduced, making him vulnerable for bypassing humans. If the mole will be spotted by one of the humans, he will chase it and pour water in the hole the mole came from.

This game will be a tactical stealth game for a young gaming audience, and me and my group will try to spend every weekday to build it from scratch. And in the process, finish all homework and stuff from the 2D-course as well as from the addition al courses some of us have assigned to mine being the motion-capture course which will start sometime on April.

I'm back for business.