Due to the bank holiday Monday we were a day behind with our group project supervisor meeting, and thus it was held on the Tuesday. I spend the majority of this week on the development of assets, and also quality assurance for the level, performing various tests and making quality-of-life changes that needed to be made. For example, this week I created models of a building, a wall-light, a neon arrow sign, among others, ticking them off the asset list where needed in order to show physical evidence of progress (whilst also showing evidence of collaboration with the group).
Risk and quality management- Up to this point all of my work has been adhering to the environment design and 3d modelling standards we have set on our risk and quality plans uploaded onto the Google Drive. For example, during the early development stages for the level, I used BSP to block out the city and am now later on creating/adding various assets to replace this, slowly visualising the game's overall visual style and thus enhancing its quality, adhering to the quality standards in the plan (with a screenshot below).
Likewise for the risk management of the project, there are various factors I've been taking into consideration, especially for my 3d models. Since I'd have to adhere to strict polygon and texture size limits as a professional working practise and form of optimisation, since if I were to create anything I wanted with no thought into having these models be too complex, the game would suffer from massive framerate drops and slowdown over time. There is a large risk for 3d Modelling that I fell into at first during the early weeks of the project (which was even outlined in our risk management plan as pictured below), but I have prevented myself from doing now. And that is when saving 3ds max files in a version after 2015 (the version installed onto the college computers), they're incompatible and cannot be opened unless saved explicitly as a max 2015 file. This risk was mitigated each time in class by borrowing the laptop of somebody who had a later 3ds max version so I could re-export these files, however it come at the cost of my time management and wasted time I could have otherwise spent being productive. I decided to just circumvent the entire risk entirely and download 3ds Max 2015 at home, replacing the new version, thus allowing me to work more efficiently and in a professional way.
Resuabillity of code- As another form of professional working practises, now the main Fastopolis map is nearing completion, it's becoming increasingly possible that I could create three more seperate tracks using my custom blueprint for the spline track component, but having all of these four tracks set in the same city using the same assets. It means that we as a group can maximise the potential from our created work, as each of the tracks will play completely differently with different layouts, while still being graphically pleasing as we will be able to recycle any custom content when needed without having to completely create assets for an entire second track set in a different location.

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