Production
Diary for Grimm Dreams
Task BreakDown
Here
is a breakdown of the entire project into tasks that would need to be completed
during the development of the game.
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Research AI
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Code AI Attack
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Code Player dies
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Code AI movement 10
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Research trigger Cutaways
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Code Trigger Cutaways
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Code Door interaction
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Research Shock Trigger events
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Code Shock Trigger events
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Research object interaction
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Code Object interaction
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Research puzzle Code
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Code Puzzle
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Code start menu
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Code game over menu
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Research checkpoint code
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Code checkpoint code
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Mechanics section
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·
level design
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puzzle designs
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experiment with lighting in
Level
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·
place final lighting in level
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Art
Using
stock website such as turbosquid and
cg textures I intent to outsource
most of the art assets I need.
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·
Source corridor assets
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Source puzzle room assets
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Source Hallway assets
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Source room 1-5 assets
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Source balcony assets
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Source Library assets
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Unwrap models
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AI - Source AI model
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AI - Make refinements to AI
model
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AI - Animate AI
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Source textures (CG textures)
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Create any additional textures
needed
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·
source wolf howl
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source foot steps
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Source crash sound
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Create base track
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Code base track into game
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PlayTesting
ONGOING!
Play
testing is a process that will be continued throughout the development
pipeline.
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·
Playtest 1
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Iterations1
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Playtest2
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Iterations2
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Playtest3
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Iterations3
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Week one 23rd November – 30th
Novemeber
TASK BEGUN: CODE - Research AI:
Research has begun on AI code. This involves looking at how to get an AI to
move around the level using nodes and the limitations on how intelligent the AI
can be independently.
TASK
BEGUN: DESIGN
– Mechanics section: I have begun playing horror games that
would be aimed at the same target market would be. This has helped inspire the
kind of mechanics I would need to implement in my own game. Playing through
these games has put me in my player’s shoes so I have a fuller understanding of
what they would want from a horror game.
TASK BEGUN: DESIGN – Level Design: I have started looking at different horror themed
environments such as asylums and abandoned buildings. This has helped me
visually develop the environment I want to create. This also gives me the sort
of realistic blueprints of what rooms should be placed where within the level. I
have begun creating 2d sketches of different level layouts as well as 3d mock
ups of the level using Google sketch up.
Week two 30th November – 7th
December
TASK ONGOING: CODE - Research AI
TASK
ONGOING: DESIGN
– Mechanics section
TASK ONGOING: DESIGN – Level Design.
Week three 7th December – 14th
December
TASK ONGOING: CODE - Research AI
TASK
ONGOING: DESIGN
– Mechanics section
TASK ONGOING: DESIGN – Level Design.
Week four 14th December – 21st
December
TASK ONGOING: CODE - Research AI
TASK
FINISHED: DESIGN – Mechanics section: I
have put together a design document outlining the different mechanics I want to
include in my game.
TASK FINISHED: DESIGN – Level Design: I now have a finalized level
design to work with so can begin building the level in unity.
Week five 21st December – 28th
December
TASK ONGOING: CODE - Research AI
TASK BEGUN: DESIGN - experiment with lighting in Level: I have
been looking at the different ways lighting can be used in unity via tutorials
and experimenting in my own scene. There are different types of lighting in
unity ranging from ambient light to a spotlight. Lighting will be very
important in developing the atmosphere in my game so I’m glad i set a task just
to play around with the different way it can be used.
Week six 28th December – 4th
January
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN - experiment with lighting in Level
TASK BEGUN: CODE -Research puzzle Code
– I have
started looking into the different things I’d have to code in the puzzle
section of the game. This includes snapping a player to move one square at a
time and creating a counter so I know how many moves a player has made.
TASK BEGUN: DESIGN - Puzzle designs –
using pen
and paper I have begun sketching out different puzzle design for my chess based
puzzle in game. I am designing them at differently difficulties so I have a
backlog to work with during play testing.
Week seven 4th January – 11th
January
TASK FINISHED: DESIGN - experiment with lighting in Level: I now am
familiar with the different types of lighting in unity and have also learnt how
to create cookies which can be used to create the different light shapes. For
example I can make a light shining through a window and the shadow on the floor
looking like it is shining through the gaps in the closed blinds. This will be
very useful in the development of my level to add realism to the
environment.
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN - Puzzle designs
Week eight 11th January – 18th
January
TASK ONGOING: CODE - Research AI
TASK ONGOING: DESIGN - Puzzle designs
TASK BEGUN: CODE -Research Shock
Trigger events - I have started looking into what
code would be required to trigger an object moving on its
own and then destroying itself.
Week nine 18th January – 25th
January
TASK ONGOING: CODE - Research AI
TASK FINISHED: DESIGN - Puzzle designs –
I now
have a collection of puzzle levels at different difficulties to cater for all
players. It also means I have design to falls back on if play testing doesn’t
go well and i need to change the design.
TASK FINISHED: CODE -Research Shock
Trigger events - I now know how to use colliders
as triggers to talk to another piece of code and activate it.
TASK BEGUN: CODE - Research object
interaction – I have started looking into the different ways to
code a player interacting with and opening a door.
Week ten 25th January – 1st
February
TASK ONGOING: CODE - Research AI
TASK FINISHED: CODE - Research object
interaction – There are many different way of coding a door to
open in unity. I have researched enough to pick a method that suits my coding
capabilities.
TASK BEGUN: CODE - Code AI Attack - Using a trigger box or ray cast I
will get the AI to follow the player once they are within a certain
distance.
TASK BEGUN: CODE - Code AI movement –
using
nodes and JavaScript placed in the level I will get the AI patrolling the
corridors.
TASK BEGUN: CODE - Code Shock Trigger
events – using a colliders i will code trigger events.
TASK BEGUN: CODE - Code Object
interaction – using a transform and raycast I will get the door
to swing open on a mouse click.
TASK BEGUN: CODE - Research
checkpoint code – i will code the player respawn within the level so
they can be brought back to the main game after the puzzle scene.
TASK BEGUN/FINSIHED: ART - Source ALL ART assets
I used a
website called turbosquid to outsource all the art assets I could. Here is an
example of a few:
Most of these assets can be used more than once
throughout the level. Some also came with texture which cuts down the work load
I have.
Week eleven 1st February – 8th
February
TASK ONGOING: CODE - Research AI
TASK ONGOING: CODE - Code Shock Trigger
events
TASK ONGOING: CODE - Code Object
interaction- Coding the doors has hit a bit of a stone wall at
the moment. I have managed to code it so that the doors open when the player
hits ‘e’ on their keyboard but ideally i would like all interactions to be
performed via a mouse click. I’m having a bit of trouble getting the door to
open as smoothly on a mouse click. The door seems to fly of its hinges at the
moment.
TASK ONGOING: CODE - Code AI Attack
TASK ONGOING: CODE - Code AI movement
TASK BEGUN: CODE- Code Puzzle- Using the
research I conducted I am now ready to start implementing the puzzle code into
the game.
Week twelve 8th February –
15th February
TASK ONGOING: CODE - Research AI
TASK ONGOING: CODE - Code AI Attack
TASK ONGOING: CODE - Code AI movement
TASK ONGOING: CODE- Code Puzzle
TASK FINISHED: CODE - Code Shock Trigger
events – Trigger events are now in place around the level. I used a box collider
that i turned into a trigger to communicate with other scripts of code based on
the meshes I want to transform.
TASK FINISHED: CODE - Code Object
interaction – Doors now open on a mouse click when the player is
a certain distance from the door. It took a lot of testing to get the distance
right so that the player could open and close the door with ease whilst under
pressure.
Week thirteen 15th February
– 22nd February
TASK ONGOING: CODE- Code Puzzle
TASK ONGOING: CODE - Research AI
Week fourteen 22nd February
– 1st March
TASK FINISHED: CODE - Research AI:
I now understand how much additional information I will have to tell the AI
other then move from this node to the next. If I want my AI to be able to move
around object with collision I will have to add extra script telling the AI to
transform its position at this point.
TASK FINISHED: CODE - Code AI Attack - The AI will now ‘chase’ the
player once they walk through a trigger box.
TASK FINISHED: CODE - Code AI movement – Multiple
AIs now patrol the halls of the level. This is set off by a trigger box so that
i can control when the physical presence of the AI would be needed in the
level.
TASK ONGOING: CODE- Code Puzzle
Week fifteen 1st March
- 8th March
TASK BEGUN: CODE- Code game over menu
– I have
begun the process of setting up the menus in game.
TASK BEGUN: CODE - Code start menu - I have begun the process of
setting up the menus in game.
TASK BEGUN: CODE - Code Player dies
week – I have begun the event that the player dies. I’ll put this code in place
but won’t activate it until play testing as I will want to constantly be testing
the level myself and dying would become annoying.
Week
sixteen 8th March – 15th March
NO PROGRESS MADE DUE TO ILLNESS
Week
seventeen 15th March – 22nd March
NO PROGRESS MADE DUE TO ILLNESS
Week
eighteen 22nd March – 29th March
NO PROGRESS MADE DUE TO ILLNESS
Week nineteen
29th March – 5th April
NO PROGRESS MADE DUE TO ILLNESS
Week
twenty 5th April – 12th April
NO PROGRESS MADE DUE TO ILLNESS
Week twenty one 12th April –
19th April
Due to illness, I’m about a month behind on the
development. I am going to use this week to familiar myself with unity again
and try and scale down the project a bit to make it more manageable.
Week twenty two 19th April –
26th April
TASK BEGUN: ART- Source textures (CG textures) – Using a website called http://cgtextures.com/ i will create a database of the
different textures I will need to for my level. I must make sure that they are
decayed and work to fit the environment.
TASK BEGUN: ART- Create any additional textures needed – using Photoshop i will create all
decal textures needed for my level as well as make any improvements to the
database of textures I have gathered.
TASK BEGUN: ART - Unwrap models – I will use a mixture of normal
mapping and pelt unwrapping to get the UVWs of the models I have sourced. This
will allow me to really grubby the assets up to create a creepy environment.
TASK BEGUN: SOUND- Create base track - Using a website called http://www.freesound.org/ I will outsource some
creepy sounds and mix them together using audacity to create a base track for my game.
TASK BEGUN: SOUND
- Code base track into game
Week twenty three 26th April
– 3rd May
TASK FINISHED: ART- Source textures (CG textures) – I have created a database of base
textures to edit and use throughout my game.
TASK ONGOING: ART- Create any additional textures needed
TASK ONGOING: ART - Unwrap models
TASK FINISHED: SOUND- Create base track
TASK FINISHED: SOUND
- Code base track into game
Week twenty four 3rd May –
10th May
TASK BEGUN: SOUND-
source foot steps
TASK BEGUN: SOUND-
Source crash sound
TASK ONGOING: ART- Create any additional textures needed
TASK ONGOING: ART - Unwrap models
Week twenty five 10th May –
17th May
TASK BEGUN: ART- AI - Make refinements to AI model
TASK BEGUN: ART - AI - Animate AI
TASK BEGUN: SOUND - source wolf howl
Extension given due to illness until 7th
June
Week twenty six 17th May – 24th
May
FIX
BUGS
Week twenty seven 24th May –
31st May
FIX
BUGS
Week twenty eight 31st May – 7th
June
TASK BEGUN/FINISHED - place final lighting in level