W/c March 27th Reflective Journal

Me and Tom have had a team talk to discuss what we accomplished last week and what we were hoping to achieve by the end of this week. I think it is good that Myself and Tom have decided to have these group meetings every week as it ensures we are communicating and we always know where we are with our aspects of the project.

I am hoping by the end of this week to add all the sound effects into our first demo level as well as iron out any bugs we are experiencing. I also am hoping that i can fix the new checkpoint and save point feature i have implemented.

I have experienced several difficulties with this mechanics such as the save point not working and the resume game button implemented on the user interface has also not worked. Alongside these technical faults the characters bullets are also not working as they will not hit the enemy. Due to this bug i cannot definitively find out if my enemy pick up mechanic is working because my enemy in the game will not die as he is not being hit by the bullets our character is firing.

I plan to thoroughly research these technical glitches and do my best to fix them, we have decided to halt any further development with our game project until we have ironed out all these bugs, this decision was made due to the fact that Myself and Tom realized if we ignored these glitches and carried on making new mechanics these mechanics could also contain glitches and problems and we would just be adding to the original issue so instead we have decided on halting any new mechanics into our project to make sure it is all working before we proceed any further.

I am happy with Tom’s progression on the Art side of the project, due to our weekly team talk i know that this work Tom is working on making the environments more sinister and scary to give the player a feeling of tension and apprehension whilst also giving them the feeling of wanting to escape the level as quickly as possible. He is also going to work on a sprite sheet for our enemies, pick ups and functions like check and save points to make the game unique.

He is also going to work on extending our other two playable levels this was discussed during our team talk as i brought up the issue that our demo level seems a little short.

Hopefully by the end of this week we will have a working playable demo level complete with original artwork, level design, enemies, characters. As well as having a fully functional mechanics system with attacks, health, pick ups, floor objects, game interface jump scares, and innovative sounds.

Created By
Shane Swift
Appreciate

Credits:

Created with images by Rob Obsidian - "Resident Evil 6. 1080.P. Full Gameplay. Leon Story. http://www.youtube.com/playlist?list=PLwsjII0MclEHom0QGCA__Ec_xPTeo-_03"

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