8Nov/10Off
Daily 10/29 Cynthia Jiang
Done:
keep working on submit stuff for IGF
Todo:
Preparing for submiting
8Nov/10Off
Dailies 11/6/2010
What I did:
- Cleaned up the split/unsplit camera behavior.
- Performance improvements for keyframed objects. (Like pistons.)
- The player can now see invisible pistons when dead. (Might be a bad idea, but we'll see.)
What I plan to do:
- A bunch of little fixes.
- Playtesting!
8Nov/10Off
Dailies 11/5/2010
What I did:
- Multiple draw planes now work properly.
- Added a simple prototype that allows the player to control the voice tone of the character. It's kind of interesting but doesn't really work too well.
- Cleaned up scenes 4 and 5.
- Implemented basic system for emotional states, including texture swapping on the head, emotional postures, and voice changes.
What I plan to do:
- A bunch of cleanup and refinement items.
4Nov/10Off
Daily Update
Accomplished:
- Individual Meetings
- Cleaning up terrain on scenes
Tomorrow:
- Work!
4Nov/10Off
Dailies 11/4/2010
What I did:
- Rewrote color signifier system so that it handles glows automatically.
- Cleaned up scenes 1, 2, and 3.
What I plan to do:
- Clean up remaining scenes.
4Nov/10Off
Dailies 11/3/2010
What I did:
- Big meeting to discuss progress until softs.
- Fixed call sounds over network.
- Added head tilt control.
- Added call sounds for arms out and head down.
- Added surfaces that can be drawn upon by the players.
- Started doing some scene cleanup.
What I plan to do:
- More cleanup.
4Nov/10Off
Daily Update 11/3/2010
Accomplished:
- Playtest questionnaire completed
- Next steps
- Small polish
Tomorrow:
- Individual meetings with the team members
- More small changes
4Nov/10Off
Daily Update 11/2/2010
Accomplished:
- Day Off!
Tomorrow:
- Talk about what needs to get done and then do it
2Nov/10Off
Thursday:
- TIGJam!
- Redesigned scenes to support the new story.
- Modified every level for seamless transitioning.
- Added doors to continuously usher players along.
- Various puzzle tweaks.
Friday:
- Redesigned how we teach invisibility (playtesting shows a much stronger understanding)
- Many level tweaks and edits
- Some playtesting and developer discussion
Saturday:
- Made it so characters automatically exit each level together (helps with seamless transition)
- Various level/puzzle adjustments
- Modified some environments to tell a better story.
- Embedded more signifiers to keep consistent rules.
- Playtests! (held many playtests, all which proved really positive!)
Sunday:
- IGF preparation.
- Added game menus.
- Held live demo of our game to TIGJam attendees.
- Dinner with developers.
- Round 2 pitch preparation.
Monday:
- IGF prep - game description
- IGF prep - tweaked Paulwei's submission video
- Various puzzle tweaks
- World tweaks to enhance story
- Added credits to end level.