Sunday, 9 April 2017

Development Week 4 (03/04/17 - 09/04/17)

I finished the stage block out this week and also began 3d modelling, as per instructed by our new and updated Task Board and Project Backlog which we discussed in this week's project supervisor meeting on Monday. Now that the stage has been completely drafted out on paper and blocked-out with BSP in-engine (screenshot below of the starting area of the map), I can focus more on generally polishing and re-tweaking the level if needed in the coming weeks, as assisting in making assets in 3ds Max for the project to help our dedicated 3d modellers when needed.



Evidence of research – I had to research some online resources by (A GUPTA, 2016) on converting BSP shapes to static meshes and then exporting those static meshes into 3ds Max, to allow me and other project members to begin work with a model that's already at the correct scale.

Evidence of individual management of time and tasks- Using my updated sprint plan and task board I'm fully on-track with them (my tasks for this week are listed below), and I've successfully kept myself up to date. I haven't finished modelling the decor, as the main point listed, but I've started work on a 'fake tree' asset which will be continued into next week's sprint plan.



Evidence of collaboration/ testing- Me and Marshall have regularly collaborated together, considering we're both in charge of the 'main meat' of the game. We constantly share the latest scripts of code and map files, and also help each other test for any bugs or issues one of us may have initially missed. For example, testing my track Marshall noticed and highlighted a few areas where the vehicle currently falls through the floor, so I was able to quickly make some adjustments to allow for the car to make an entire loop round the track with no real issues, which means the basic playability in the sense of general driving is completely finished.

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