Posts

Showing posts from April, 2024

Everest Expedition - Sprint 4 Review

Image
Everest Expedition - Sprint 4 Review My name is Kyle Ramser and I am currently working as a programmer on the game Everest Expedition for Computer Animation & Game Development 370. We just wrapped up our fourth two-week sprint and are now starting our fifth and final one. This sprint wasn’t my best overall since I had a lot going on during it, mostly in other classes, but it was still an improvement over the first two. To finish up our prototype we need to complete 15 points this week, so I am looking to finish 5-7 points by the end of this sprint to make sure that the prototype is as polished and finished as it can be by the third and final playtest. As for what I did this sprint, I made a circle that tracks the mouse on the screen so that the player doesn’t get their cursor lost since the game involves a lot of quick and precise mouse movements. This didn’t give me too much trouble, but I was finding some issues with it when trying to implement it, mainly camera issues with the c...

Everest Expedition - Sprint 3 Review

Image
Everest Expedition - Sprint 3 Review I am currently working as the programmer on a game prototype called Everest Expedition for Computer Animation and Game Development class 370 at Chico State. We just wrapped up our third two-week sprint and are now moving into sprint four. While my last sprint was not great due to issues I was having in my personal life, I think I was able to really get back into the swing of things this time around and finally completed the part of the game that I have put a huge portion of my time into. During this sprint, I was able to complete 6 points worth of cars and get started on a seventh. These included doing the Google form sheet for our playtest, getting the joint system in working order without having it bug out constantly, and getting the pickaxe to stay straight so the character would not be launched in different directions. Where most of my points came from however was getting the pickaxe to function without any issues from the Unity physics engine. ...