CAGD 470 - Sprint 6

CAGD 470 - Sprint 6


Production Process
The production process for this sprint was unorthodox compared to previous sprints as every member took on more than we normally would in order to get certain features and mechanics in. This was a very intense sprint in terms of the number of cards we were able to get done. As far as changes to production goes, we functioned similarly to how we always have just with an increased workload. We were all more enthusiastic and ready to deliver a more desirable final product.

I functioned more as a flex worker alongside my typical producer duties. I did make sure to prioritize responding to inquiries and making sure everyone was able to work on their tasks before working on my own set of tasks.

Issues/Problems/Solutions
I've asked my team and they didn't communicate any outstanding issues. If I were to pick one myself I might say that the increased pressure this sprint could lead to burnout in the next sprint. Thankfully, next sprint is looking a lot more average in terms of workload. It mostly consists of finishing off some art, adding, SFX, and polishing the existing mechanics further. 

Sprint Kickoff
This sprint kickoff I assigned a little more than I would on average just so that we could get everything we needed to in. I've had to cut a lot of features in the last two sprints, so anything leftover was things that needed to get done for the game to feel complete; at least enough for the purposes of this class. This was also to make up for the slightly more lackluster sprint we had during Sprint 4. I ended up having to do a few mini-kickoffs for a couple members which only served to drive everyone's motivation to get work done even further.

Work Completed
To start, I worked on getting some of the VFX corrected. I noticed during our playtests that the particles were moving in the wrong axis. This was a very quick fix as I needed to change the direction from X to Z which is forward in Unity. I also changed them all to local so that it wouldn't accidentally get pulled towards the world origin.

Particle Trail Fix

The next thing I worked on was adding an emissive effect to the actual balls shot out by the player. This was also a very simple thing to add as I just needed to change the intensity in the color over time node.

Intensity settings in VFX Graph

The next thing I worked on was a few of the remaining VFX we have for showing status effects. I decided to make use of the previous wand tip effects since we won't be having those. I repurposed a few of them into the on fire/chilled effects. I did have to edit a lot of it since the previous effects were meant to just swirl around a wand whereas these needed to surround an enemy. I also added a torch fire effect that has been used for the lighting in every room. There's also a portal VFX that we can use to transport the player between scenes.

Torch Fire VFX

Portal VFX

I also worked on texturing the floor 2 foliage. It's a set of 8 props to be used by the level designers all throughout floor 2. I added an emissive map so that they glow to give off more of the vibe that you're in magical crystal caverns. I think this did a lot to sell the illusion and the level designers have been able to make some beautiful looking prefabs using some of them.

Floor 2 Foliage

The next thing I worked on was a modular set for the Hub area since it used to just be a grey square. I decided on making it modular so that way anyone could make a new building prefab. I made two variants and populated the level with them. Our programmer helped with getting the new assets to work with existing movement systems. I'd like for the skybox to be blue in this scene so that it feels as though you're outside of the dungeon.

Main Hub

Aside from that, I also organized our last sprint and helped group members with their inquiries.

Work Incomplete
The work I left incomplete is some of the props for the hub as well as a dungeon entrance/exit model. The props include things like a fountain, market stall, cart, etc. These should be very quick to do in the low-poly style, so I don't foresee many issues.

Current Work
I'm aiming to get the dungeon entrance done first. I'm also aiming to get all my work-related items done early so that I have more time to correct any production related issues.

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