Skip to main content

Zomb-Merge - Sprint 2

 Zomb-Merge - Sprint 2

My name is Kyle Ramser and I am currently taking a mobile development class in the CAGD major at Chico State. The group that I am in, Graveyard, is working on a puzzle merge game called Zomb-Merge, which is similar to 2048, with added boss battles, upgrades, and progression. We just wrapped up our second sprint, and while it was a bit rougher than I had hoped, I was still able to do a good amount of the work I had wanted to complete and put our game in a better position than it had been before.


The main reason that the sprint was more difficult this time around was due to my getting sick early on in the process, which ended up lasting for nearly a week and had me bedridden for most of that time. After all of this blew over, I did as many of my points as I was able to but ended up being blocked on a few of the more important ones that I had to do for the sprint. With a lot of the major gameplay still being worked out at the time I was unable to create a functioning attack button or a losing screen, and while I was able to create the pause menu itself, with the code not being finished quite yet there was nothing for me to pause. This simply means that while I wasn’t able to finish the whole point for being able to pause the game, now that I have all the menu buttons and UI set up, I can easily add the functions into the already existing buttons as soon as I write the scripts.


As for the cards that I was able to complete, I added a main menu scene, as well as the pause menu within the main scene that I had talked about earlier. I made sure that both of these menus flowed well together and could switch between each of the scenes without any hitches or issues. On top of this, I made sure that all of the UI I had added in the last sprint would scale with the screen size, rather than be set to a specific number of pixels. This required me to resize and replace most of the UI, which wasn’t too difficult but was an unexpected hitch in the process. I ended up going back and retexturing most of the models I had created in the first sprint since we decided to change the theme from a more realistic to a more cartoon-themed layout. While I was doing this, I also recut the models so that I could add separations with a simple paint texture on the board where the blocks could be laid out, which made it easier for my programmer to lay out all the game objects for the blocks and for the players to know where each block would end up after swiping.


While I am proud of the amount of work I was able to put in in the time that I was not sick, even that could have been full, and after I got blocked, I definitely could have picked up a few more cards to fill in for the ones that I could not do. I tried to do what I could with the menus to set up not only myself, but my programmer as well for success in our next sprint, making it easier for both of us to complete the important things like pausing and changing the options. So overall, this sprint was not my best, but next sprint I am hoping to pick up the slack that I left on this one and make sure that my next sprint is much more full.

Comments

Popular posts from this blog

KickBack - Sprint Review 1

KickBack - Sprint Review 1 My name is Kyle Ramser, and I am currently working as a 3D artist on the game KickBack. We just finished up our first sprint, which means I was able to finish some of the early models to be implemented into the game. So far, this production has been one of the most interesting for me personally, and the team I am working with is a bit larger than I am used to. The art style for this game is low-poly models with a very simplistic texture style, reminiscent of something like Risk of Rain 2 or Solar Ash. I have never worked on a project with this type of style before, so it has been a learning curve for me, and I am still trying to find helpful information for texturing in these kinds of games. So far, I think the models have turned out quite well, and I am definitely getting the hang of the art style as it has become more natural for me to create these lower-poly models. As for the work I have completed this sprint, like I said before, I completed several model...

CAGD 373 - Destiny 2 Tower - Sprint 5

My name is Kyle Ramser, and I am currently working with my group to recreate the Tower, a social space from Destiny 2. We just finished up our fifth sprint of the project, which means we are nearly at the deadline for the game scene. This sprint was a fairly productive one for me, as I was able to finish nine cards, all which were very important to the main layout of our scene, and was able to make some progress on the modeling of a pistol for the main player character. So far, this has proven to be one of the most difficult models I have ever tried to create. This sprint, I focused on finishing the last of our main models. This includes things like the vault wall, the giant overhang in the back of the map, and a modular wall to be used for the left side of the map.I was able to model and UV each of these, as well as add a few smaller things like a target for the shooting range and a Unity local fog to block off the underside of the tower. All I need to do now is to import these models...

Destiny 2 Tower - Game Scene Final Project Walkthrough

  Tower Walkthrough - Game Scene Project Attached below is an embedded video with a walkthrough of the tower scene.