PM 5. Know how to organise and schedule post production activities
PM 3. Be able to co-ordinate a production process
6th May 2020
As the Third sprint of our game production ends, we haven’t completed all of the things we wanted to get done for the third sprint. Therefore, we have not passed the third sprint. This was most likely due to complications with the Covid-19 situation.
This is what we wanted to have done:
- HUD/Animation to show the time limit for possession (Blue ring that slowly gets redder and shakier the longer it goes on)
- Main menu completed and implemented
- Cave fully modelled and textured
- UE4 level fully blocked out with waterfall/cave entrance
- Environment effects (fog, ice, running water from waterfall etc)
- Fox model implemented into UE4 and working.
- Storyboard for various cutscenes/basic gameplay (Deer dying process, entering cave, movement etc)
This is what we hoped to have done:
- Animation for possession (rather than just jump in&out)
- Better AI routes (eating, drinking etc)
- Better collection system (rather than a number in the corner)
- Quick thumbnail sketches of antagonist/environment
This is what we managed to get done:
- Main menu implemented (not completed)
- Cave fully modelled (not textured)
- UE4 level fully blocked out with waterfall/cave entrance
This is what we hoped to add, and what we did get done:
- Better AI routes (eating, drinking etc)
- Better collection system (rather than a number in the corner)
- Quick thumbnail sketches of antagonist/environment
This is everything we didn’t complete:
- Animation for possession (rather than just jump in&out)
- HUD/Animation to show the time limit for possession (Blue ring that slowly gets redder and shakier the longer it goes on)
- Environment effects (fog, ice, running water from waterfall etc)
- Fox model implemented into UE4 and working.
- Storyboard for various cutscenes/basic gameplay (Deer dying process, entering cave, movement etc)
Things that we didn’t initially want to add but got done:
- Boulder that falls when player pushes it, knocks down a tree and kills deer.
- Beam of light in the level to show where player must stand to trigger the falling of a tree.
- ‘Mask’ that appears over deer’s face when possessed.
- ‘wall’ of fog to show the player boundaries and where the level ends.
- Concept for the animation of showing the deer is possessed/time limit.
- Textured protagonist (texture not in UE4)
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