Monday, May 18, 2015

Textures & presenting

While I ran out of time to make an end game screen, I planned to make the losing screen a morgue wall of coolers. Looking up a written tutorial on making a texture, I did learn how to make my own metal texture and added it to my Photoshop options. Within the second image, I learned how to warp the image to curve and give the image more depth.

While our presentation did not go as well as we would have liked, our team fixed a lot of the sloppy code & created better objects. Our main feedback from the senior class was to keep positive on which sections work well. Sell the game as if it is the best thing ever made. Be a good salesman.

Keeping that in mind, I remembered a show called Shark Tank which entrepreneurs and inventors pitch to a group of investors in order to find a backing (or sell their product all together).

Credits Scene


Keeping consistency with the start menu scene, I kept the same font and inverted the colors. However, I had trouble trying the write the script that would scroll automatically. Every time I looked up "scrolling script" it would give detailed instruction as to how to script a scroll bar.

Luckily, looking through the old scripts, I found a credit screen which was scripted in a way that made it sensible to modify to look more professional. I did have Mike (the instructor) show me how to center the text within the script.

Attending the CSG board meeting as a student rep

As a student attending from Carroll University, I was asked to be a student representative and discuss my thoughts on the program in the Computer Simulation & Gaming board meeting.

Despite a few paperwork issues at the beginning of the year, and very little information available through Carroll, I adamantly expressed how much I enjoy being within this program. By far, the CSG classes have been the best experiences I have held within a school. The instructors keep the curriculum engaging and challenging.

Many of the other students stated the same. I think it was a very prideful moment for everyone who had a hand in the program, but it really made me realize how much I do enjoy this program and the appreciation I have for how carefully planned out our curriculum is.

Loading screen


For the loading screen, I looked up about 10 Photoshop tutorials after having the idea of putting the loading screen as a hospital badge.

With very little experience within Photoshop and being a perfectionist, I worked on the screen for the majority of the class period. I continued to tweak it throughout the semester when I had small amounts of time free.

After this picture was made, I rounded out the letters and shaded the rest as I had the L in Loading. The background was switched to the same gray as the lettering of the menu, to keep a consistency with each screen.

Being useful


With code as messy as it was given to us, I was distracting our experienced programmers too often with problems and questions for them to focus on their tasks, so instead, I switched focuses.

I focused on the look of the game instead. Looking up as many tutorials on creating a menu, I tried to first use the same technique as the the previous group, coding the buttons in and placing a background image.

Struggling to accomplish that, I found a tutorial that showed how to create a menu using the pre-existing GUI options in Unity. Creating the buttons and finding a professional but interesting font, I placed the gray text with a backdrop of white. The color scheme reminded me heavily of a hospital. I kept the menu simple to keep the look professional.

Resources


Many in our group turned to blender for creating new objects for the simulator. Mike showed us two websites that help identify and fix problems with code: StackOverflow.com & MSDN.com.

The most helpful tutorial I found was from Unity itself, posted on youtube. It explains the most basic aspects of C# programming within MonoDevelop. While having some familiarity with the basic structure through a Carroll Uni class, I understood how to connect my previous knowledge to how to utilize it for a game code.

Project Manager


As many of our group is inexperienced, it was difficult to assign people to tasks. Luckily, we had two experienced programmers within our group (Michael Peck & Daniel Strong), as most of the problem with the simulator were a result of sloppy coding.

As for the rest, I had the group look up everything they possibly could about their related fields that could help the simulation not only run better, but look better. We also decided to have them continue finding bugs within the game related to the pieces they were looking to change.