Blog 3 Redux: Scrumroll Please

While working on the game “Aetherial,” my group and I are applying the development framework known as Scrum. Before I began this course, I didn’t even know what Scrum was, let alone how to apply it. Fortunately, it is fairly easy to grasp.

The bread and butter of Scrum is the “Product Backlog.” A product backlog is where everything that needs to be included in the game to create a ‘minimal viable product’ is placed and organized based on things such as the discipline responsible for creating it, whether or not something needs to be finished now or when the game is in a more complete state, and so on. These tend to be referred to as ‘artifacts.’ Group members choose one or more of these artifacts during the ‘sprint planning’ at the beginning of the week and attempt to “finish their plate” before Friday. Each day before Friday, group members also need to attend a quick “stand-up meeting” that varies from group to group (for us, it is around noon) where each member talks about their current progress with work to make sure everybody is on the same page and if there might be any snags in their plans. On Friday, the sprint ends. We all see what has and has not been finished and then figure out where to go from there.

For me personally, I do like the overall process and working within the Scrum framework. There is enough structure that it does not feel like I am one of six headless chickens, but not so much that it becomes stifling. For example, there was an assignment in my Graphics minor regarding animation. With scrum, I had the flexibility to ‘double-dip’ and focus on the animation portions of the product (and my assignment). With a more inflexible development framework, such as waterfall (where products are built on ‘milestones’ instead of ‘iterations’), there would have been a nonzero chance the animations I worked on would have been in a future milestone and the end result might have been a grumpy project manager or a tired graphics artist trying to make ends meet.

Another instance where the flexibility of scrum helped was when it became clear during development that an enemy from the concept document we chose would have been a very high risk to pull off. The enemy in question was melee focused and would attempt to grab the ship and slow it down while damaging it. With scrum, my group was able to scrap the enemy in the document and replace it with a turret, something far more simpler in scope from both a coding and art perspective.

Also, from a personal standpoint, Scrum is useful. I do have a small (okay…moderate) procrastination problem. Give me a month to do something and I probably won’t even begin until the second week. A week however is a lot less time for excuses. It’s probably for the best that the sprint plannings go for only a week instead of two for me. That said, the execution of scrum in our group has had it fair share of growing pains, especially on my part:

Oh dear
This isn’t…okay, it’s exactly what it looks like.

For the first week, we overestimated what we were capable of accomplishing and didn’t get anything ‘done’ by Friday. The next week, we underestimated and ran into a new set of issues. Then again, this is the first time all of us so this kind of stumbling is to be expected.

On the bright side, I do like using Scrum and it has also surprised me. The stand-up meetings have helped a lot for me despite my initial misgivings about them. At first, especially when the only reason to leave my apartment was to go to the stand-up meeting, I found them slightly strange and due to the existence of the Internet, possibly pointless. However, after a few weeks, it has grown on me. Going back to my procrastination, the meetings help mitigate it as the idea of not having something to show/say for it does not sit well with me. It’s peer pressure, but it’s a good kind.

That’s all for now. Good bye, and take care.

Blog 6 Redux: I’ll Kick the Spear Habit This Time. Honest.

After a period of ten weeks where a fair few felt like days and months at the same time, Archon completed the game “Aetherial.”

What is Aetherial?

Aetherial (or rather, Group Archon’s interpretation of Aetherial) is a 2D shoot ’em up where the player flies through the sky in an airship. The player can fire a harpoon as a normal attack, but may use the limited “Aether” available to them for two special abilites. They can fire homing missiles that return to the player if there are no enemies within the immediate vicinity, or teleport in the direction of the cursor and create an explosion in the center of where they arrive.

The game is comprised of two levels and a boss stage. Despite only having two levels, the levels are wide enough that the player does not necessarily have to go through 100% of the level to transition to either the 2nd level or the boss stage.

Impeding the player’s progression are three enemies: the “Aether Ray,” an enemy that flies around and fires a projectile at the player, the “Sky Slug,” which tries to charge at the player and explode, and a turret that is attached to the floating islands that dot the levels. The Aether Ray and the Sky Slug can spawn from portals until the player destroys said portals.

During the boss fight, the boss is surrounded by a shield that prevents it from being damaged by the player. The player must destroy the crystals that power the shield while avoided the multitude of projectiles being fired by the boss. When the shield is destroyed, the player is given a “Super Missile” and a button prompt to fire it at the boss to win.

While there is always something I’ve could have done better, this was the first game I worked with a team to create. My feelings about the experience could best be described as “mixed,” which I can hopefully go into more depth here.

The Good

  • Made it to the Finish Line – Me and my group made a game and met the required milestones of alpha, beta, and gold. In the real world, more often than not, talent or skill means nothing if one can’t make deadlines. During the final week of development, everyone in the group went the extra mile to finish the game. It was a rare moment where it did feel like we actually were a team.
  • My designs of the enemies – “Aetherial” was one of the more popular concept documents. Despite this, I do think my take on the enemies provided by the document were unique enough to help separate Archon’s Aetherial from the rest.
  • Animation – During development, I discovered that I do like to create animations and I think it’s fun. While figuring out how to create them over time, I made my own creative process that allowed me to build up my animations through stages of iteration. This allowed me to spot mistakes in the animation and correct them before it was too late while still allowing me to not lag that far behind time-wise. What took me weeks in the beginning took only days during the end. It did feel like I got better over the course of development.

The Not So Good

  • Perfectionism taking the wheel in my brain – I did not take to heart what was being taught in lectures with things such as ‘minimal viable product,’ or nearly every other group stressing about creating assets that were ‘good enough.’ In creative fields, there is a phrase known as ‘fix it in post’ which is derided because it signifies that one is merely delaying a problem early in production and they are just creating more work for themselves or someone else dedicated to fixing mistakes that could have been solved earlier. Hearing other groups go on about “good enough,” I thought they were only setting aside issues that were going to come back to bite them later. It is only now that I understand that I misinterpreted what was going on.
  • Taking too much time to do things – I will be the first person to say that I went overboard on my first animation. Due to my perfectionist streak and the fact that I am a slower artist than average, I feel that I did not contribute that much. I can not recall a single time where I wasn’t working during the weekend to play catch up on things I did not finish on time. On top of that, I was also managing my time and energy on the wrong things. My sprites and animations were going to be in the game at only at a fraction of the size I had worked in . A smart artist would have understood that at such a scale, the finer details would have been too small to notice and would have simplified the design for the sake of speed. I was not a smart artist in this regard. I could have streamlined the wing venation in an enemy design and nobody would have cared that I did so.
Aether-Ray-Attacking
In-game, this was about 20% of the shown size. There is a lot of detail that could have been cut.
  • Communication (or lack thereof) – There were at least two instances that I can recall where a failure to communicate (and my apathy to it) resulted in a lesser end product.
    • I cannot truthfully say that the other artist in the group and I worked together. Aside from sprint plannings and stand-up meetings, there were only a handful of moments when we made sure we were on the same page, and it showed. Style-wise, the assets were all over the place and even the untrained eye could tell that two different artists worked on the game.
    • I did not get along that well with one of my group members and it started to affect the game in a bad way. During the last two weeks of development, I was creating the art for the boss and they were working on the code. It was crucial during this time that we both knew what the other was doing. I had no idea what they were up to. I knew the problem was there, but I was afraid of escalating the situation. Was I worried about getting known as someone who caused drama so close to groups getting reshuffled? Maybe. Was it my patience running thin? Probably. In the end, both of the things we had planned for the boss had to be scrapped and an earlier and lesser iteration of the boss was used for the final build. Needless to say, both of us were not happy with the outcome.
Whale_Idle
What didn’t make it to the final build. Instead, there is a static image.

Going Forward and What to Bring Along With Me –

 

Making something that is ‘good enough’ is not the same as ‘fixing it in post.’ As much as it pains me to make something that feels half-finished, I need to remind myself that this is not the end result and that I am going to come back to it later to bring it closer to my standards.

Know the size of assets in-game and plan accordingly. On a similar note, make sure the programmers also know the sizes as well so there are no “surprises” the next time I open Unity or look over their shoulder.

Work closer with the next artist in my group. A consistent visual style is something I took for granted until it was no longer there. Until I had seen not just different styles in our game, but everyone else’s games, I had no idea just how jarring it could be. With the next artist I plan to work with, I will make sure that the art gels together much better. Hopefully, Aetherial will be the last time I make the mistake of not staying in communication with my fellow artist(s).

If there’s a problem, just say so. While it might cause issues in the short term, it will save much more time and trouble in the long term. Everybody here are grown-ups, issues can be resolved.

That’s all for now. Good bye, and take care.

Comment Archives: Week #6 – Michael Degirmen, Team Gnoll

On the bright side, you and your group managed to get a workable game out despite the feeling like the universe wanted otherwise. Also, the fact that you and all of the remaining team members didn’t let these setbacks get to them says a lot about you and them.

I know my knowledge of the inner workings of your group is zero and with what I’m about to say, I’m not trying to take away or demean anything about your grievances with the external factors outside your control. Putting both what went wrong during development and the issues you have with the program together in the same topic might give the impression that you could be shifting blame instead of being introspective.
I don’t believe that (you took steps to work around the problems as they came up, so there’s no doubt in my mind you are not making excuses) and I’m not saying that. What I’m saying is that it’s a possible interpretation. If you took the issues regarding the Google Sheet and the lack of resources/infrastructure for rookie programmers and moved them into a separate topic as an “open letter” of sorts, that might help remove the space where that room for interpretation could possibly exist.

Best of luck to both you and your former team in your/their future endeavors.

– Christopher Haibel

PS. Sorry if a Graphics minor posting a comment on your blog is weird. At the time of this writing, Felix’s post is still not on Babel.

 

https://michaeldegirmen.wordpress.com/2018/03/20/conclusion/comment-page-1/#comment-21

Thus, I Give Up the Spear: A Postmortem on Archon’s Aetherial

Archon’s Aetherial has been completed. It’s a strange feeling to be working on something for an extended period of time and then no longer. It’s like there’s a part of your brain that still hasn’t fully registered that fact. If I could sum up the overall experience of the development process in a word, it would be ‘disappointed.’ Disappointed at the end product, disappointed at myself, and so much more. Even so, there is a silver lining to this cloud.

What Went Well –

Despite my disappointment, me and my group managed to ultimately, make a game and meet milestones.

Personally, I am satisfied with the manner in which I planned out my designs for the assets I created and my overall execution of what got finished. I learned a lot about planning out how to animate something in order to save time and I have worked out a system that builds upon each iteration of the animation. While I am not exactly ‘happy’ as there are some things missing that I would have wanted to go back and complete, I am ‘satisfied’ with what is there.

What Went Not So Well –

During the showcase of our final product, my group ended up using my laptop for the game which has a 120hz refresh rate for a display. I mention this because there was a bug that was connected to refresh rates higher than 60hz where the game speed would increase when the player would transition levels. Since we never used my laptop for testing, the bug was there the entire time under our noses. While it was amusing and we touted it as a special ‘hard mode’ during the showcase, it could have been caught if I just tested the game one time on my machine. Even if it didn’t get fixed in time, the knowledge alone meant we could have at least worked around it.

Despite being done and ready to be implemented, the idle animation for the boss did not make it to the final build so players ended up fighting a static image. Also, the attack animation I was working on had to be abandoned.

Whale_Idle
What could have been…

In general, the end result of the Leviathan is still a sore spot for me. During its creation (both code and art), there were some major communication issues. In hindsight, if I had either been more insistent in getting the information I was asking for regarding what the boss did or if the group spent a few hours ironing out what the boss did so that everyone was on the same page, this could have been avoided.

While it can be important to learn what to do when making games, it could be argued that it’s even more important to learn what not to do. Going into the next project with my next group, I’ll do my best to take what I’ve learned to heart.

That’s all for now. Good bye, and take care.

Comment Archives: Week #5 – Yinsong Hong, Team Flytrap

Seeing everyone’s games and the work they put into them was probably my favorite part of the playtesting as well.

It is good that you mentioned the feedback from alpha regarding the floodlight and power-up, however it would have be interesting to know how that feedback was applied in the beta. On a similar note, you talked about that you know what to polish for gold, however you did not expand on that. Even just one example would make a substantial improvement.

The first part feels like you were inflating the word count. While it can be a struggle not to know what else to write, it can feel like you seem disinterested in the project (not that I’m saying you are, your writing’s just giving that impression).

Regarding the quality of feedback for alpha and beta, maybe part of the problem was not just having much to show, but also not knowing what to ask the player when getting feedback. Just a thought.

If you can, you probably should try and make the screenshot of the feedback bigger as I’m squinting trying to read it and I can only imagine what it looks like on a smaller screen or to people with worse eyesight.

Best of luck in this last week and your future endeavors.

-Christopher Haibel

 

https://yinsongflytrap.wordpress.com/2018/03/07/5sd064-how-has-playtesting-affected-my-development/comment-page-1/#comment-19

Testing, Testing, One…Two…Seven!? Oh No, Not Again!

The importance of a fresh pair of eyes on a work in progress during game development cannot be understated. Work on a game long enough, and the obvious problems start to become not so obvious. There have been two official playtesting sessions over the course of…the course, one before alpha and one before beta. While my group’s first playtesting session did not yield much as there was not much to test, the second playtesting session offered valuable insight into our game and aided in our decisions to pursue or abandon various directions.

honest
They all played the same game. Honest.

I show this because even something as seemingly simple as movement reveals through the responses how the testers believed the game should be played, and if the groups feel something similar.

“Should the movement feel like a boat or not?” is a question that has been divisive. It is exacerbated even further as many other groups have chosen this very project to develop and their own vision of the game is reflected in their feedback. Also, another game that gained popularity and is being developed also places the player into a boat. Ultimately, our group went with the more arcade-like feel of movement (a decision a disagree with).

Though some feedback is much less murky than movement.

toomany
Four people didn’t know about the teleport. That is four people too many.

Continuing the subject of teleportation and why the playtesting was useful, in our game, when the player teleports, it creates an explosion that kills any enemies caught within it. However, during the testing, players felt a dissonance about the intended purpose because using it offensively meant positioning themselves in the middle of multiple enemies, resulting in a quick demise. We rectified this by including a moment of invincibility after the teleport so the player could be encouraged to use the teleport in the fashion it was designed.

That’s all for now. Good bye, and take care.

Disclaimer: During both sessions, I was more of a playtester than a playtestee, so I lack the nuance that comes with seeing someone play our game for the first time. Also, the assets I created between sessions (an attack and idle animation for the first enemy as well as a placeholder for the second enemy) were not able to be implemented in time for the second test despite being ready (though that is more my responsibility as I am below average with artwork when it comes to speed) so I was unable to receive feedback that would have been helpful to me personally (Example of theoretical feedback tailored towards me: I think the color of one of the enemies blends in too much with the background, I can’t see it clearly).

 

Comment Archives: Week #4 – Benjamin Harbakk, Team Ettin

I found your post very informative. You clearly know what you are doing went it comes to sprites and Unity.

If I do have a problem though, it’s that your post comes across as very dry to me. It does not feel like there is any ‘you’ in here, if that’s makes sense. Without ‘you,’ this just looks like a “How to use the Animator in Unity,” and if I wanted to know about that, I would look elsewhere. Though to be fair, if your experience in development is anything like mine, you’ve been doing the same thing for a whole month (or at least it feels like it) and you’re running out of things to talk about. I was going to suggest maybe talking about that particular speed boost animation that I know was giving you trouble, but then I realized that everyone’s already been talking about animations and maybe you wanted to do something different. The well’s running dry, I get it.

Best of luck in development!

-Christopher Haibel

 

https://squigglezone.wordpress.com/2018/03/01/how-to-use-the-animation-tools-in-unity/comment-page-1/#comment-13

May Ahab a Moment of Your Time?: Designing the Leviathan (and Friends)

I do not view myself as someone who thinks outside the box. Instead, I prefer to believe I bring a shovel before I go inside. By working within the confines of what is given to me, I feel I am more creative than if I was without constraint. It is this mentality I adopted as always when I began working with “Aetherial.” (Disclaimer: The following work is representative of an ongoing process and subject to change)

Brainstorming

In the beginning of development during initial brainstorming, I thought of the ships using the sails made of insect wings to fly. My reasoning behind this no more complicated than “I think it looks cool.” While I never brought it up with my group because I felt it would have been a hard sell on them, I did go further down that train of thought on my own. The first question to ask would have been “Where did the wings come from?” The answer to that was from the fallen creatures. So even though the ship wouldn’t have bug wings, the creatures would. I have designed two of the creatures presented in the concept document. For the “Aether Ray,” I tried to mimic the insect wing venation of a cicada before settling on a mayfly’s, and for the “Sky Slug,” I took inspiration from a swallowtail butterfly. While sadly, the “Tangler” (an enemy with a melee attack) has been binned by my group in favor of a turret enemy, that has been assigned to the other artist in my group. Which leaves me to design the remaining foe, the boss of Biblical lore, the Leviathan.

AetherRayBlog1
Aether Ray Concept
SkysluhBlog1
Sky Slug concept

The background of our game is designed so that it will transition from a sunset to nightfall as the player heads closer and closer to the boss. This combined with the tagline “Moby Dick in the skies,” gave me the perfect opportunity to go all the way with said tagline and put my own twist on the White Whale. I knew from the beginning that I wanted to use a rhinoceros beetle as a baseline for the ‘wings’ of the Leviathan. In doing so, I could keep the profile that makes a whale a whale while still keeping the enemies thematically consistent. As a side benefit gameplay-wise, this introduces a potential future mechanic where there is a weak spot under the elytra (the part the beetle opens up to fly) and the player must wait until it is exposed to strike.

The Design Process

Since the White Whale was specifically a sperm whale, that was the species I chose. I used the proportions of a female sperm whale because it is about three heads long as opposed to a male’s three-and-a-half heads and that makes to more closer to a beetle’s proportions. For the beetle, I settled on a combination of the Caucasus beetle and the five-horned rhinoceros beetle as a base. I moved the fins of the sperm whale from the body and onto the legs while also making them resemble beetle wings. For the eyes, I wasn’t sure whether to place them where a whale’s or a beetle’s are. In the end, I went with both. My decision to use red and go against the color guide of blue, yellow, and orange in the concept document was to continue with the White Whale theme and make the Leviathan an albino. In the concept document of Aetherial, the enemies all had these crystals growing out of them. While I liked the idea, for the Leviathan, I tried to place them in an area that felt more “natural” for lack of a better term. Since there are hairs between the head and abdomen of a beetle, I felt that was the best spot. I also made a beard of crystal and a hole in the head where a crystal is hovering because, yet again, I thought it looked cool.

The Progress So Far

Leviathan
Nothing quite says “professional” like forgetting to move the cord on your sketchbook before you hit the scan button.

The above is a quick thumbnail of what the Leviathan would look like with the elytra open and the inside exposed. The reason it does not resemble the drawing on the bottom is because it is based on an earlier iteration. My group believed I was drifting off into “beetle” rather than “whale” and told me to reel it back a bit.

While this is far from finished, I hope this offered a brief insight into my creative process. That’s all for now. Good bye, and take care.

Comment Archives: Week #3 – Carl Leong, Team Devourer

Don’t sell yourself so short. Despite saying otherwise, you clearly do have something to say about it. From reading your post, it’s obvious that you understand what scrum is, the way it works, how you and your group are applying it to develop a game, the accompanying ups/downs, and how you have been dealing with them. Even if you aren’t necessarily familiar with scrum, I can see and say you still ‘get it,’ and any growing pains are just part of the procedure.

While I don’t see any issues with the overall content of your post, I do with the way in which it is structured. I do not recommend starting something off with “as you know.” Not only is it an atrocious method of shoehorning in an infodump, but it’s not going to just be our peers and professors who will be reading our posts. In general, you’ll be better off not believing the reader possesses a rather specific sort of knowledge. This happens again in a way when you mention the waterfall method and didn’t expand on what it is or how it works either before or after. Though if I’m being critical of the frosting and not the cake, it means you’re heading in the right direction.

Best of luck in development!

-Christopher Haibel

https://carlgraphicscourse.wordpress.com/2018/02/22/the-scrumptious-parts-of-scrum/comment-page-1/#comment-8

Comment Archives: Week #2 – Alexander Sinn, Team Cockatrice

I can appreciate how you’ve chosen to take the harder yet potentially more fruitful path by going with the fog instead of nighttime. You explained your process clearly and the way you described it was also clear. I feel like me or someone else could possibly reverse engineer what you did, which, if that was your intention, you’ve succeeded.

Some English advice though. Words like ‘basically’ and ‘essentially’ are similar to ‘like’ in that there are mostly used to fill in the air between words without resorting to ‘ums’ or ‘uhs.’ I recommend not using them in writing as you could remove them and no one would see a difference. On the bright side, if I’m nitpicking about a word you used a grand total of two times, that means the content of your blog post is solid.

As for distinguishing between the fog and water more clearly, you are right in that it’s a bit tricky when you are going for the papery look. If you don’t mind me backseat driving for a bit here, you might be able to tweak the water or shaders/lighting so the ripples/waves in the water have a high contrast and almost look inky. That way, you could have something like water = dark and fog = light similar to real life but without sacrificing your vision. Though it’s just a suggestion. What you do with it is up to you.

Best of luck in development!

– Christopher Haibel

 

https://shirovfx.wordpress.com/2018/02/15/creating-an-unfogettable-ambient/#comment-5