Newsletters

14 – Audio Up

14 – Audio Up

One of the biggest problems our project has been facing is audio, since we have no composer on our team, it is difficult to find the appropriate sound required for our game. This made it hard for us to control the intensity of the game, even if the colors were getting more intense, the background music did not support the visual which killed immersion. Fortunately for us, this week we were able to find original music composed by Derek Fiechter (derekfiechter.bandcamp.com) who has graciously...

13 – Nearly Open

13 – Nearly Open

This week team PewPewPew went on all out to prepare for soft opening! We tidied up our code, polished our environment and user interface art, add in spanking new audio, created costumes and cardboard art to attract guests to try our game in the busy lobby of Electronic Arts. Much to our delight we were able to attract approximately 40 guests to over a 2 hour lunch period to try our game! The feedback we got was great! Most players enjoyed the amazing art...

12 – Crunch Time

12 – Crunch Time

As we come closer to soft opening, our priorities have shifted from development of level s and assets to the implementation of a complete game, including a tutorial, a final boss and integrated calibration for gyroscope accuracy. While each of these components only make-up a small portion of our game, they all carry an enormous weight. Since the connected TV platform is going to be a new experience to consumers, it is important to have a simple yet detailed tutorial to empower users with...

11 – Does It Work?

11 – Does It Work?

This week, Team PewPewPew reviewed the data that we received form our 14 playtesters. A big thank you to all the participants of this playtest, and a bigger thank you to Team Projectile for conducting the playtest in our place. The results of our playtest were very positive, if you recall from our earlier newsletters, the 3 goals we aimed to achieve with this project were, Appeal, Intuitivity and Experience. From the data we gathered, kids loved the look and feel of our environment....

10 – Kill All The Bugs!

10 – Kill All The Bugs!

This week PewPewPew spent most of our resources fixing bugs that have gone out of control within our game. We made sure our game was able to run smoothly in release build so we could test our game outside of the unity editor, allowing us to play test our game in different scenarios. We have also implemented the enemy attack system which puts a score penalty on both players if they are not able to kill the enemy before it attacks. We will be...

9 – Half Way Through

9 – Half Way Through

  This week, after a mad rush team PewPewPew is proud to say we have completed our entire in game environment and all our pre-polished assets. We were also able to crunch out a build that was capable of running both gesture input and gyro input so we could do some AB testing with our audience for halves presentation. It was during the this sprint which we realized a lot of overhead time and minor tasks that were eating up a lot of our...

8 – Overscope Much?

8 – Overscope Much?

Last week, PewPewPew planned to draw and implement all environment assets to see if our team was able to keep up with the demand of our development schedule and to determine if we are able to scope in player customization as part of our minimum viable product. However, this week we have realized that there is a large amount of overhead development time that the programming team needed after the assets have been accomplished; such as implementing 3d colliders to 2D objects, laying out...

7 – All In

7 – All In

This week PewPewPew has started on our second sprint cycle. This sprint, we want to develop the entirety of our game environment and iterate on usability issues which our play testers faced at the end of sprint one. We are in a rush to develop our in game environment because we believe that we will need to include a customization feature to ensure our game is replayable, which will cost our artist a significant amount of time to draw. Hence, if our artists can finish...