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Steven Kobza

15
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A member registered Sep 09, 2021

Creator of

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Totally forgot to do this for 4 weeks haha, but I have been working very hard on different aspects of the project. I've been working on making the Vials show different amounts depending on the amount of time remaining. I also have been working on getting the audio fx to play whenever you collect gems and such alongside JP and his work with the sound design. I have also worked on implementing the intro cutscene and the ending cutscene. There has also been the tuning of timing and the amount of different narrative and character animations along the way.

We are working together well but we are working together so well that we keep forgetting about this and just updating ourselves

Unfortunately I missed a couple weeks but for this week I mainly worked on the moving platforms such that it doesn't squish the character model. Added the narrative part for the siblings as well as adding the UI for the player whenever you play it.

I think that we are working together well and we are progressing well but we need to come up with some solutions to some big problems like the jumping, and the  target gamer. But these are things where once we have an answer we can keep chugging through the rest of the problems that come up and we can come up with a solid idea.

For this week I mostly worked on both the movement as well as the camera such that it felt like you were moving properly. I also worked alongside Chell to start implementing the achievements that we want in our game because I have a feeling that they will take longer than expected. It was weird not having anything due this week because we have had stuff due so often prior but I guess we need to keep up the same pace such that we don't get overwhelmed when the due date for the alpha code comes around. 

during this past week we were finalizing the first playable and the play testing that we needed to do. For that I created some more code for the player moving along the platforms, started adjusting how the player moved in general as well as gave ourselves a better camera that would allow for more immersive gameplay. For the next week, I will be working on getting movement even more refined, having the environments change as you collect the different people and having the textures fade as you walk behind them.

I believe this was a great week for productivity. Not much to report on for improvement besides just keep doing more

For this week, while we were in the middle of two deliverables we spent time on refining our Game design document as well as our First playable. For our Game design document we worked on learning from our mistakes and figuring out how we could improve them. We talked to Ayas in the lab and learned more about Winning Plays and Smart Depth and how we can implement them into our game design document and we also learned more about what he wanted from us. For our first playable we worked on implementing collectibles into the game so that there was a sense of progression as well a trigger to proceed onto the next level. We also worked on the timer such that we now have one set up and we are looking at how we can implement it diagetically for the player to see as well. We have also implemented a very rough stage Fog of War mechanic such that lights turn on whenever Ikura collects a collectible. We have begun work on our second level as well as the Base Level so that we have somewhere the player can go to.

In this past week, I have been working alongside JP to create the timer system such that the game mechanics work together the way they are supposed to, as well as the collectibles and the Fog of war in a very basic sense such that we can start play testing the beginning of next week. I have also created the transfer between Levels 1 and 2 such that we can check how many collectibles the user has gotten in each of the levels. 

This week while productive at the beginning and the end was one more of retrospective and us learning from the feedback that was given to us.

This past week we started getting our prototype together as well as defining more of our game world and how Ikura is going to interact with said world and how we can make it look like the user is actually playing the game.

In this week I mostly spent time coding the movement using Unity's new Input System as well as creating the collectibles and tracking how many are in the scene and how many the user has collected and which ones they have collected. Such that we can use it for creating the billboard. The lighting was also worked on by me or at least the beginning portions such that Ikura now has a flashlight (all though I'm going to have to change that to a candle now). I also started to play around with the movement to make Ikura look around but that failed so I ended up reverting that.

Whenever I think back on our work for the past week, the thing that I think we can improve is just having more hours in the day. We only have 24 and we could really need more like 48-72 hours every day. And even then I think I'd end up slacking off. 

Week 2

During this week I worked on thinking up some puzzles as well as some biomes in which the maps can be created and showcased.

Alongside that I also talked with JP and Chell on how we want to enable to finite state machine when it comes to programatically generating levels. We came up with the solution of creating levels and the picking specific sections of them that we would call "blocks" that would connect together in such a way that it would create a working level but at the same time it would be something that we could reuse many times over.

This week ended up being more of a relaxing week where we started more thinking about the story and how we wanted that to go and started coming up with rough sketches for the maps. After the long week we had last week this is definitely what we needed as a group, some time to recoup and recover and prepare ourselves for the rest of the grind ahead. Next week will be the beginning of Unity, making the maps that we have thought up and starting to come up with how we are going to implement the block system as such. 

I don't think that we had any problems this week, it was a lot of communication via our discord server that we have created for our team and fleshing out some ideas that we didn't necessarily have the answer to. I helped come up with some of the puzzles as I mentioned but I can't take credit for anything else because my amazing team did the rest.

My team worked on creating our game idea and making sure that we had a cohesive narrative and gameplay going into the following weeks.  I contributed to the group by getting the 10 second prompt and going off of there such that we got the idea of a rogue like game. Turning that concept into a working game with the help of the other members of my group. I was unable to work on the programming this week even though that is my main part of the team due to us not having an idea of what game we wanted to create. So I helped out Victoria and Reina on the document and PowerPoint. I also created the timeline


It is unable whether we will be able to keep to this timeline with how the course progresses however that is our goal. I think that the biggest problem that I identified is that while we were able to get it all complete we ended up taking until the last minute to do so (Like how this log is being written at 11:17pm on the due date). I believe that the best way to correct it would be to move our internal due dates to earlier such that we have more time to relax before the assignment is actually due. Mostly this is also individual as I feel myself procrastinating on tasks that I should be focused on more.

This is the first post for our team weekly log. Will be posting to this and the dev-log.

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This is the first post for Juan's (Nigh7m) weekly log

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This is a thread of Reina’s weekly journals.
New replies will be added every week.

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This is the start of Chell's (uucky) weekly log.

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This is the first post for Steven's (AuroraCamo) weekly lo