This weekend has been chock full of catching up on work I got behind on (shout out ADHD, you suck ❤️)
My first physics exam is coming up, and shortly after is my first calc II exam. It's seriously time to get on top of my time management so I can perform my best!!
I knew Rory Storm when I was younger...and I think he had a skiffle group at the time. I remember thinking,
"That drummer, he's trouble. Gotta watch out for him." -George Harrison
Hope you're all doing well! 🚀 Exciting update time! Spent the past 2 weeks hustling on this game for you all. 🎮 I successfully added the crucial platform and nailed down the mechanics for our playable character. I know it might not seem mind-blowing yet, but trust me, it's all coming together smoothly. Expect the game to drop by the end of this week! 🌟 Once it's out, I'll dive into enhancing it in the next 2 weeks to share the behind-the-scenes process with you. 🛠️ So for right now, I’m just tackling a few challenges to wrap up assets during exam week. Your patience means a lot. It's week six, and making a game is a whole new ball game for me! Thanks for sticking around, and can't wait for you to check out the game!
To put it simply, I've just been working constantly on my game. I recently put in a couple of imagemaps for a few sections of the game, albeit in a drafty stage, and added more code for specific action and story direction. I've added more to my story tree as well, but I think there still needs to be more done.
What's Next?
More work. Not much more past that and not much less, I basically need to go into turbo mode and turn on all my creative fountains to get things done in time.
More story tree additions, more art, and more programming. Just more of everything at this point.
Hiccups, Hurdles and AHA! Moments
A hiccup I had was a power outage yesterday, hindering a lot of my progress and pushing my update back a day. I recovered mostly from it though.
A hurdle I came across, and may not be able to get around, is how to implement a "buff/debuff" system for the player. After toying around with the code, I have led myself to believe that there is no way to do it properly and it'd take either
A) A stronger, more versatile engine
B) A lot more complex coding
And I'm not sure I can do either of those options. In the end, I decided to remove the system and will be continuing development without it.
My biggest AHA! moment was figuring out how to program moving around the living space a player would be in and what it would look like. I created a floor plan for the area and made some pretty alright first drafts for the areas. I'll be linking a video that shows this.
Where I am on my Timeline
Definitely still very far behind. I haven't gotten ANY playtesting done, outside of my own personal playtesting to make sure code is functioning. As for the player experience, I have yet to find out if players would enjoy this game and the mechanics I have laid out. I'm planning on working hard enough that I will have something presentable at least within the week. If I don't, I think I'm going to have to downscale this deliverable once again to meet deadlines/what I want done, and I don't really want to do that.
Some Visual Documentation
Here's some BTS of me doing speed art for a single interactable background for the game. I can't upload more than one video, so here's what I've got
Classes end on Monday, and I have my first final on Wednesday. I'm not feeling terrible about them, but I definitely need to start reviewing.
I'm feeling really in touch with nature since traveling up to UVM to see the total eclipse, so that's been helping me stay grounded for sure. I watched the eclipse with two of my roommates from last year's REU! I miss them so much already :,)
Does crunch affect all team members evenly, or does it affect some more than others? IE Artists do crunch, but they crunch programmers the hardest.
Let's take a step back and consider some context to your question. If there is too much work to do before a deadline, we either have to push the deadline or increase the amount of work done during the time remaining. Let's assume that the deadline is immutable - it's an E3 demo or a hard launch date. If that's the case, we need to increase the amount of work done over time. One way to do that is by crunching. Crunching tends to be more cost-effective than hiring additional workers because it bypasses the usual ramp-up time that new workers need to acclimate and become productive, though it is possible to do both simultaneously.
If you look at crunch as a means to patch a shortfall in total work done, then you should start seeing where and how crunch would affect people. If the environment art team falls significantly behind the combat team, the quest team, the itemization team, and the server team, then the environment art team may be pressured to (or even choose to) crunch to catch up. If a specific feature is behind schedule, the sub-team working on that feature might need to crunch. If the entire game is behind schedule for cert submission, the entire team may have to crunch to hit their ship date.
There is a special time frame in the final stage before certification on console though - when moving toward cert, it is normal that there are certain lockouts that occur in order to maintain stability. Artists and designers are the first to be barred from making any changes that are not explicitly approved by production in order to minimize the chances of something new jeopardizing a cert candidate. This period is called "content freeze" (or "content lock") - no content may be modified or added past that point unless it fixes a cert bug and the producers explicitly ask for it. After "content freeze" comes "code freeze", where even engineers are not allowed to make any changes unless explicitly asked for by production and vetted by the tech leadership. Because of this gap between content and code freeze, engineering (and production) tends to crunch a little longer than everybody else.
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"I Saw Autumn Leave" is a song about the passing of time, how that creates nostalgia, and how certain things, such as a season, can remind you of some things or someone special.
It's also a song written between final exams and rushed and crunching time projects. This song comes from working within a 12-hour time limit, sneaking instruments into a cramped room where I would usually not be allowed, and an unsatisfied desire to create something original.
I know I haven't updated in a minute (and I have no reason to explain or try to defend myself but I would like to) but I have my final exams coming up next week so I have just been grinding and preparing for those.
Luckily I only have two subjects (but 2 papers each) which I write on two Fridays and Mondays but I will definitely try to update or start writing to update something, even if it isn't the series, just to give you guys something to occupy yourselves
But if I can't do that, then you'll get an update from me from the 13th of November or some time after that (unfortunately)
Thank you for your understanding in advance :)
As a peace offering, I bring you a collage of pictures of yeonjun because he is my bf and he is so pretty and he's just glowing and you all deserve to admire him too (I am whipped and delusional)