Thursday, March 5, 2009

Pre-production week 8

This week was the first week for the teams to really crank out some great progress now that restructuring is complete and they’ve had time to get back in the groove with their newly expanded teams.

Drifters
Drifters status report this week began with heavy emphasis on the design process. The design team has worked on hammering down several aspects of the game to end the ambiguity of some mechanics and allow for solid development to take place on them. The first major plan laid out was the makeup of the crowd wandering the museum floor. They’ve set a solid number of 48 NPCs to be present, 20 in pairs and 28 walking alone, with each category broken down into the various classes. The classes themselves have been broken down into their features as well as their strengths/weaknesses.

The Drifters have also undergone a change, with 4 new types added to the original 4, each with their own inherent ability, plus a slot to pick up a secondary ability during gameplay. The Driver Vision mechanic has gone through a new iteration, with this version allowing players using it to see auras and Drifter-related things that normal human vision cannot and also is the only way to pick up a secondary ability. The possession mechanic has been tested and adjusted, altering the radius of where a Drifter can jump to as well as the time it takes to drift and the frequency at which the drift ability can be used.

Last week, the team was challenged to provide proof of concept for the claim that players could effectively hide within a crowd of NPC and not be detected by other human players. With this being one of the major components of gameplay strategy, it was critical that this claim was proven to be true. To show the skeptics that it can be done both in previously created games, and in their own game, the team presented two demos to the audience.

First up was an 8-player Bomberman match, where the human player set all of the players to AI except one that he controlled himself. Two play rounds later, no one in the audience was able to tell which color the human played as.

The real proof came within the Drifters game itself, where our professor, Ron Weaver, was given an Xbox 360 controller mapped to control the main screen camera. The first test was run with Anthony DiMento, the team’s design liaison, playing one model walking around the museum floor with several other models on AI paths. Ron couldn’t tell which one Anthony was, but just to prove that anyone could manage to do it, Anthony handed his controls off to a member of the Sultans team to see how well they could mimic the AI. In a room full of 30-some gamers, not one could correctly identify which model on screen was controlled by the human and which were AI. These two demos were more than enough to satisfy the criticism of the concept.

Artistic formats have been further defined and improved upon, with the 3-piece model construction mechanic in place and defined. One of the big challenges was to keep high quality models with a low polygon count so the engine wouldn’t drop the frame rate with all those assets on screen. The current model had an average of over 7000 polys, and has been redesigned to trim down to 6000. The team has also taken into account the combinations of the 3-piece system, and created thresholds for each piece so the combined total would never peak above their current average. A new female model was shown off, as well as an elderly head design for her body, and is in the process of being textured.



The mocap team has been hard at work adjusting the previously recorded animations and has already scheduled another shoot to provide unique animation sets for each class of NPC.

The environmental design team has been tasked with a new project of designing the exterior of the museum for use in the opening cinematic. The partial model was shown, along with some texturing, and set in a demo setting to show scale and design. Inside the museum, the textures are nearly finished and set pieces such as guard ropes and stands are being completed for placement by the design team.





For the end of pre-production, the vertical slice the team hopes to showcase will include 2 playable Drifters, networking for each player to be able to play on a separate machine, the finished museum interior, at least 5 character models walking within the museum, and the basic Drifter Vision implemented. The programming team currently boasts a “Do Not Disturb” sign as they vigorously work on the networking framework. Currently, they already have basic message passing working in a test game, and hope to port it into the Drifters game by the end of Spring Break.
"Stop! Programmers are not to be disturbed from 1:30 - 6:00 Mon-Fri. You can leave messages with their secretary & he will make sure they get it. Effective until: Networking is implemented."



Sultans of Scratch
After analyzing their current game mechanic, and gathering input from faculty, Dan O'Leary, and the whole team, Sultans has a new twist on an old standard. To allow for freestyle dancing, the dancer's note streams are beat-driven rather than button driven, allowing them to successfully connect with a note no matter which arrow they push. This means any 3-note combo can be performed during a 3-beat stream, allowing dancers to do any sort of move they want as they play. The notes/beats are also inter-dependent between the DJ and dancer. If the DJ fails to scratch on a beat, the dancer will fail to receive that note to dance to.

To continue with major updates, the DJ interface has been improved with each turntable divided into 3 colored parts where the user must switch the fader to connect with the correct revolving colors. This system was prototyped with actual turntables to determine feasibility and the results were good enough to make it in game. The falling stream of notes that's become a standard in dancing games has also been changed to a scrolling combo line that gives the dancer more opportunity to work out their combos.

Scoring was also improved and better defined, with the dancer gaining points by delivering their moves on time with the notes, as well as doing unique combos instead of using the same moves over and over. The more variety of combos, the more points are scored; points are gained on repeated combos but on a much lower scale. Rewards for the winning pair are being discussed with some ideas being the winner chooses the loser's costume (anything from Godzilla suits to nerd outfits) or the crowd ignoring the performers and going back to their own dancing. Bonuses for awesome performances are also being discussed, with the suggestion of an extra boss level in the works. The crowd is also a new addition to discussions, with them present on the very lower part of the screen, enjoying a good performance. But if the performers start doing poorly, the crowd will slowly advance up on the screen, blocking it from view as they resume their own dancing and ignore the performers, ultimately generating a game over due to the obscuring of the screen. A single-player is also in development with the player controlling either the DJ or dancer on one side, and the computer controlling the other side of their crew, plus the crew on the other side of the screen.

In the programming side, a user-interface flowchart was created to show the layout and connectivity of all the menus the player will have to interact with. The toon shader has been completed and implemented in game, and the flash prototype now reflects the new mechanics as well as allows for scoring incremintation.

Artistically there's been a lot of progress. Another mocap shoot is scheduled for March 20th for crowd animations, dance transitions, and errors. The formerly captured animations have gone through cleanups, separated into groups of moves, and have been set to a seamless transitional state for smooth chaining between moves and idle states. A vinyl shader is in the works for the turntables, as well as a reflective shader for the environment, which has basic textures and has lighting all in engine.


New characters are in the process of being concept sketched, thanks to the addition of their new concept artist, Donald.




The first character, named "Mr. Hat" has been modeled and is in the process of being textured and UV'd, while a turntable has also been modeled, animated, lit and textured.


The "gun case" turntable



The table with textures and lighting


Particle effects have come in the form of a graffiti-style spray generated from the dancers' feet as they perform combos - a visual representation of a successful move.

This week's report has seen perhaps the 2nd biggest amount of changes to the Sultans game since they moved from their original Resonance idea. However, each change has been researched and discussed, and already shows progress down their new path. Spring break is approaching, giving both teams a well deserved rest before they make their final push to end pre-production with a healthy looking vertical slice that will give the FIEA faculty and friends a chance to see what's in store for the end of summer when these two games make their Gold Master debut!

Wednesday, March 4, 2009

Pre-production week 7

Did we skip a week? Sort of...the "Day Of Reckoning" post was technically Week 6 of pre-production, but no status reports took place that week since teams were still being restructured. For week 7 it was also an odd week with the restructure, teams doubled in size, seating arrangements were shuffled around, and chaos eventually became calm. Read on for more on the new teams!

Drifters
Drifters ended up as the larger of the two teams by a slight margin, and the newly added programmers, artists and producers decided a whole new team structure was due. Art, Design and Programming each have their own team with a lead, and then the leads from those three teams, along with leads of other categories such as Quality Assurance and Sound Engineering, all form a central team. With the increase in team size making it impossible to relocate to either side of the Cohort 5 space, the Drifters team fought for their freedom and won the battle to move operations over to the previously barren Cohort 4 space. The larger workspace pods allow for 4-6 team members to sit together and work, creating a programming, art, and design pod, as well as a central pod, with the liaison producers sitting near their respective teams.

With these newly formed teams, the SCRUM meetings have also changed slightly. Each team now meets for their normal 15-minute daily SCRUM in their own assigned war room. After these meetings, the leads all go to the central SCRUM meeting to make sure all parts of the development are on the same page. The increase in manpower and streamlining of communication allows for the scheduled tasks to be completed in advance of previously projected dates. With critical components expected to be completed earlier than scheduled, the team is now open to more polish time or the inclusion of optional features that were marked as "if we have time" additions. Additional worktime comes from stretching the pre-production schedule to March 24th, meaning the development plan can be solidified more soundly and allowing the production phase to be started in a more directed and concrete state.

More designers means more design ideas, and the team is looking to integrate these new ideas into more features for later consideration. They're also creating a class system for the NPCs to diversify movement and interaction, as well as create distinct advantages and disadvantages for drifting to certain bodies. The new artists are able to up the speed of production of more models, including starting the work on female models. The model format has been broken into a 3-part system with head, torso, and legs created in separate pieces that can be switched around to create more combinations without making whole new models. The expanded programming team is now working on researching the networking technology needed to get the full multiplayer experience done, but in the meantime they've gotten pickup interaction on the Drifters picking up artifacts, so they're still progressing quite well in the midst of research and testing.


Sultans of Scratch
Just like Drifters, Sultans also spent the week with growing pains of their own. Relocation for them involved taking over the entire left side of the Cohort 5 space where the original team was located among Delirium and Chain Game. They're continuing the spiral development cycle and cycle 1 is scheduled to end March 5th. Their main goal is the flash prototype to be finalized and nail down their mechanics in a visual and tangible format. The 2nd cycle is over on March 26th where they hops to have complete mechanics solidified and the custom shader working in-engine.

One of the major ideas proposed was the idea of freestyle dancing, rather than scripted moves with arrow triggers as was previously shown. The new design team is working with this idea in terms of gameplay, while the art team is now working on environment designs that forgo the arrow fields for a different venue look. With all these new ideas coming in, a designated whiteboard in their cohort space has been put up for all outside suggestions for dancer styles, looks, and music ideas.

New assets have still been coming in this week in the midst of the restructure chaos. The latest mocap shoot gave rise to 81 new animations of dance moves and idle states from their breakdancer, Nelson. An animation model is being attached to the rig data to allow for better cleanup of the animations, which need to transition smoothly from one move to another to allow for a true freestyle dance experience. The original music tracks from the DJ have also come in with 3 of the 5 being the favorites of the team and making the cut as the definite tracks to be included.

Wednesday, February 25, 2009

Birthdays!

Back when Cohort 5 was formed, our admissions advisor, Shawnna, asked for everyone's birthdays. Periodically we'd get an e-mail from her reminding everyone of a FIEAn's special day. Sometimes there'd be after-class parties, signs on desks, and other birthday shenanigans.

Today was our birthday herold's special day and Cohort 5 took her place as the bringer of birthday wishes with not one, but two cakes and a plate of cupcakes!


The birthday brigade assembles





Hugs all around!


The cakes were moved to the break room for all to share.


The birthday girl and her loot


Portal cake! The suggestion was made to sing "Still Alive" rather than the traditional "Happy Birthday" but vetoed.

Monday, February 23, 2009

Moving Day!

A state of equilibrium has been reached within the halls of the FIEA cohort area. The teams have been finalized and everyone has found their home for the remainder of the Cohort 5 era. With team restructuring also comes seating rearrangement and that has been the focus of the team leads for the past few days. With 49 FIEAns working in the front space, we were already nearly at full desk capacity. Unequal team size, coupled with the walkway separating the two desk areas, created the need for Cohort 5 to spill over in to the space formerly used by Cohort 4. After many days of seating charts and discussions with the FIEA faculty, the slightly larger Drifters team has gotten the green light to move their entire operation into the next room and set up shop.

This week started with a flurry of boxes, chairs, action figures, cardboard cutouts, Nerf weapons, mini-fridges, and equipment being shuffled from desk to desk. Chaos was organized, both with desk toys and team member "cells" created. Meanwhile, Sultans of Scratch also got to regroup and organize their newly expanded team into their respective "cells" as well.

At the start of Cohort 5's first semester, students were seated according to track - art, programming, production - so they could assist each other and get to know their fellow track mates better. When the teams were formed for pre-production, everyone moved to sit with their teams, but the track groups seemed to stick together still, although in smaller concentrations. Now, the number of teams has decreased but the partial separation of tracks is still in place. While this may seem counter-productive to isolate the tracks, each team has taken steps to designate a producer to act as a liaison between the art team and programming team and the production team, to keep everyone on the same page.