Open ghost opened 7 years ago
I have organized the project on github and created a project development workflow which was eventually used by the team. Additionally I did research on improving the workflow with git to avoid constant merge conflicts. This resulted in using Blueprint Macros which are extensively documented on our github project and are big part of our code structure. When it comes to game features I added the outlining of the ant when looking at it, highlighting the ant when it is selected and I created the menus. I also helped other team members in figuring out how to solve some problems (like AI movement suggestions and animations). I was also the only person merging all the work done by the rest of the team. This is why statistics for commits here on github for our project are not reflecting the work done by individual members of the team. I believe the workload was equally distributed across the team - @DoctorMikeReddy @MahoneyT
@Richard-Chaos is there any point of putting our commit history visualization into the presentation. See example: https://www.youtube.com/watch?v=Wb1B3GX4UGA
I'm asking because our game is far from finished, but this would give a visually attractive way of presenting the amount of work and organization we have done. However, the presentation being a E3 style, it doesn't fit in that well.
I have worked on the movement of the ants as well and the start and end conditions. This might not seem like much but I re made it about 6 times running into different problems along the way.
I worked on the abilities the ants can use, I created the digging and the mining. I also created the kamikaze feature for the ants although I think we decided not to use it in the final build.
While working on the digging I created the feature that allowed us to select the ants so you can select each ant and tell it to perform a task. I did some level design, creating the level we used for our demo to mike. Other than that I just worked on some bugs we had and helped the others.
I worked on the Model of the main character of the game (Ant) and later, with the help of @MahoneyT, we created all the animation for the ant, such as running, mining, digging, falling or dying although not all of them are currently used in the game. I also created a socket in the ant model so variety of tool or weapons can be attached (pickaxe, shovel). Then I created the Blueprint to allow dynamically changing the animation of the ant, e.g. from running to digging, or from mining to dying. I our first game demo, I created a map and tutorial for digging, but we decided to used @rbakerusw map. My last contribution was to create the macro that would switch the animation of the ant to “dying” once it performed the given task.
Here's the current presentation, feel free to check over your slide and add what you want, I've put bullet points so you can expand on it with speaking.
I'm guessing this is supposed to be used for the post-mortum part since during the E3 style presentation there shouldn't be any "who's done what" mentioning. The team I was part of in the first year did that mistake because we understood the coursework specification wrongly.
The video on the second slide, is it a placeholder video or are we using that one?
Yeah I realised that here's the updated one with the trailer.
This issue will be dedicated to the presentation that will be displayed on 10th of May, It will be a slide show with an embedded video in the same format as an E3 Game presentation.
Edit by Bojan: All of us should write here what we did during the project so that Richard knows what to put into the presentation, that is, to demonstrate something from each one of us. I'm just gonna reference rest of the team so they get the notification via email. @ScaryEme @napiorek @rbakerusw