Session 2 Production Project

Summary

Our goal was to make a game that both functions and utilizes the mouse cursor. You would have clicked on each target sprite in order to shoot it. I made the sprite for the gun reticle and the various targets, and was going to make another version of the target to show that it had been shot. Obviously, I didn’t have the time for this.

21st Century Skills

My team and I utilized communication well to fix certain problems within Unity. Admittedly, one of my “solutions” did keep the game from opening properly, but I got that fixed before it could become dangerous.

The Game

so epic awesome….

Reactions to the Final Version

I can’t really recall any specific reactions to our game. I got feedback about what I did, but nothing on the game itself. Only stuff on the presentation.

I was told by a member of the committee to “not make excuses for why you didn’t do something.” I assume he was talking to me about why the target sprite took a day and a half to make.

Evaluation of Final Version

Rootin’ Tootin’ Shootin’ was… frankly meant to be a lot more than what we got. It’s a simple game with a simpler objective: target practice, although not very difficult. With the time frame we got as well as some road blocks, I can at least say it’s functional, and could be a project we come back to for revamping.

What I learned + Problems I solved

I learned to convert Piskel files into .png’s, albeit with help from a teammate. Unity collab still wasn’t working this session, though, and we couldn’t do much to solve it, though I think Sam helped us find the actual reason for it.

Session 1 Production Project

Summary

      • I was the sound designer for the team. Our goal was just to make a functional game in 3 weeks. I worked on sound, but nervousness got the better of me and I didn’t ask for help on using equipment or getting ideas. Because of this, the sounds that I did make were existing sound clips that were heavily edited in Audacity. It was at least still well met, even though no one actually got to hear them, for better or for worse.

21st Century Skills

      • Innovation – I messed with a lot of settings in Audacity to make more unique sounds.
      • Communication – My team and I were good with talking to each other to try and solve problems.

The (FILM, SOUND, or GAME Creation)

Reactions to Final Version

      • When we revealed the secret mechanic to our audience, we were met with roughly 15 seconds of laughter. Our game was met very positively from nearly everyone in the room.

Evaluation of Final Version

      • Boat Simulator was a very simple game from the start. Even in its original stage as Xtreme Shark Jumper, there weren’t many mechanics to look at. In Boat Simulator, this is toned down even more as there are only 3 buttons to use. Left, right, and the space bar used to deliver our unknowing protagonist to the judgement station, i.e. the void.

What I Learned and Problems I Solved

      • I learned that sound design is pretty fun to do, if a little tedious, and learned a bit more about Audacity. There weren’t any real problems that I had with my role, more so with general things like Unity’s collab option not working.