AGS Post #10 – Sprint 3 Week 3

As Henry I want all of the characters and models within the game to fit the style and work as intended throughout.

Task 1:

  • Acceptance Criteria 1 = Textured and UV models, including the assets that make these are in appropriate locations within the project
  • Acceptance Criteria 2 = prefabs have been created and saved of each final version.

Task 2:

  • Acceptance criteria 1 = test all models can be replaced with new versions without effecting gameplay
  • Status = Accepted
models within the scene

models within the scene

final prefabs of textured models in dedicated folder

final prefabs of textured models in dedicated folder

textures created on each models UV map included in assets folder.

textures created on each models UV map included in assets folder.

AGS Post #9 – Sprint 3 Week 2

Ready Story: As Henry, a game enthusiast, I want the in game models to all fit one style and be bright and colourful.

Task:

  • UV Map and texture remaining models, these include: Ellek head, Piggum, Quirrel, Round fruits, snool.
    • Estimated Time = 8hrs
    • Acceptance Criteria 1 = The models end result should fit the already completed art style.
    • Acceptance Criteria 2 = The textures should be as bright as possible to fit the games ‘light’ feel without being bright to look out of place.
    • Acceptance criteria 3 = textures relatively seamless.
    • Status = Adam (Accepted)
completed ellek texture

completed ellek texture

 

 

piggum uv map and texture

piggum uv map and texture

quirrell uv map and texture

quirrell uv map and texture

round fruits uv map and texture

round fruits uv map and texture

snool uv map and texture

snool uv map and texture

AGS Post #8 – Sprint 3 Week 1

Ready Story: As a fantasy gamer, I want the fantasy fauna to look as realistic as they within the world they live.

Task:

  • Learn UV map and texturing through maya, complete main section of ellek model.
    • Estimated Time = 8hrs
    • Acceptance Criteria 1 = The models end result should resemble the colours the design brief has stated.
    • Acceptance Criteria 2 = The textures should be as bright as possible to fit the games ‘light’ feel without being bright to look out of place.
    • Status = Adam (Accepted)
    • initial UV map generated into the UV editor before optimization.

      initial UV map generated into the UV editor before optimization.


      full uv map shown in the UV editor window to the right

      full uv map shown in the UV editor window to the right


      Uv map generated as .JPG

      Uv map generated as .JPG

      texture created over UV map in image editor

      texture created over UV map in image editor


       

      final image including material colors and texture

      final image including material colors and texture


       

      final render to show texture

      final render to show texture


AGS Post #7 – Sprint 2 Week 3

As Emma I want all scenes linked to start Level to eliminate the need for extra menus and make learning more seamless.

Estimated Time: 2 hours
Acceptance Criteria 1: scenes linked to start menu
Acceptance Criteria 2: correct scenes linked from corresponding doors
Status: Accepted

level_load

shows shop with objects for collection and multiple exits to load levels

 

level_load_script

script attached to door

 


 

As Dave I want a relatively realistic NPC kayak models to add realism to the game and increase difficulty.

Estimated Time: 4 hours
Acceptance Criteria 1: Kayak Model
Acceptance Criteria 2: 1000 polys Acceptance Criteria 3: Person inside
Acceptance Criteria 4: include paddle
Status: Accepted

kayak


 

As Emma I want an Endless mode Implemented to allow me to learn at my own pace.

Estimated Time: 2 hours
Acceptance Criteria 1: No limit to the length of each level
Acceptance Criteria 2: linked to the corresponding doors correctly
Status: Accepted

calls the continue game function

calls the continue game function

AGS Post #6 – Sprint 2 Week 2

Sprint  2 Week 2 – Wheelfit scrum master

As the client I want the camera to be first person instead of third so there’s no specific avatar

  • estimated time: 1 hour
  • acceptance criteria: first person
  • acceptance criteria: able to view pair of skis slightly below player
  • Regression test: create test scene with copy of working level to ensure first person mode is compatible with movement, collisions and the level in general.
  • status <Accepted>
first person mode, with only the skis visible.

first person mode, with only the skis visible.

original third  person mode for the player object

original third person mode for the player object

Regression test for first person view:

  • each time an object is edited or added to the scene run in play mode to ensure it is correctly visible and behaving as expected in first person mode

Result: outcome as expected, no action needed


 

As Steve I want non playable areas to be kept to a minimum so there should be no menus.

  • estimated time: 1 hour
  • acceptance criteria: menus removed
  • acceptance criteria: game starts after 5 second delay on splash screen
  • Status <Accepted>
starts the game after 5 seconds on the splash screen

starts the game after 5 seconds on the splash screen

debug message to test and prove the levek has loaded

debug message to test and prove the level has loaded


 

As i am recently wheelchair bound, i would like to see a game with a casual mode so i do not feel like i am being tested

  • Acceptance Criteria: no timing or limit.
  • Acceptance Criteria: endless mode for both skiing and rafting scenes.
  • Acceptance Criteria: saved as separate scenes
  • Estimated Time: 4 hours
  • Status:<Accepted>
function to continue running the game and stop the timer variables effecting the level.

function to continue running the game and stop the timer variables effecting the level.

calls the continue game function

calls the continue game function

 

Regression test for endless game mode:

  • play through the game for more than 10 minutes.
  • check collisions, level generation, object spawning etc run as intended.

Result = after a certain amount of time, usually around 10 minutes, it appears the current method of level generation causes the frame rate to drop too low and make the gaps between sections of level that are generating visible to the player.

Action = new level generation where by it generated a level at the beginning of the game in order to eliminate this issue.

 

 

 

 

AGS Post #5 – Sprint 2 Week 1

Sprint 2 Week 1 – Wheel fit Scrum master

As Emma I would want to be able to collect items and start next level through movement of the chair.

  • estimated time: 4 hours
  • Acceptance criteria: collect items on collision
  • Acceptance criteria: message that says it’s collected
  • Acceptance criteria: level loads on correct collision
  • Status: <Accepted>
Item collection with debug message to confirm working.

Item collection with debug message to confirm working.

Code to destroy game object upon collision and load next level.

Code to destroy game object upon collision and load next level.

Object destroyed on collision with debug message to confirm next level is being loaded

Object destroyed on collision with debug message to confirm next level is being loaded

code showing item collection

code showing item collection


As Steve, a hardcore gamer, I would like an appropriate Level/area for item collection and level start.

  • acceptance criteria: snowy terrain
  • acceptance criteria: area for items and level load on exit
  • estimated time: 2 hours
  • status: <Accepted>
Snowy terrain for item collection level

Snowy terrain for item collection level

AGS post #4 – Sprint 1 Week 3

End of sprint 1 – playable build

new definition of done –

Definition of Done –

The new artifacts* are “Ready to Ship” (with regards to the goal of the current sprint). All acceptance criteria are passed (the work done is appropriate). All regression tests are passed (nothing has been broken). The new artifacts have been committed to the repositiory. New regression tests have been included for the new artifacts and these have been added to the list (*artifacts in this sense are the result of work, e.g. code or art assets)

As Steve I want Animated avalanches that block me so I have interesting obstacles to avoid which appear randomly.

  • Estimated Time: 4 hours
  • Acceptance Criteria: animated ‘avalanche’ effect
  • Acceptance Criteria: slow the player if collision
  • Status: <Accepted>
test scene for the avalanche

test scene for the avalanche

code that reduces the player speed upon collision

code that reduces the player speed upon collision

As Emma I want a a kind of warning for when an avalanche coming towards me so I can tell when I must avoid them.

  • Estimated Time: 2 hours
  • Acceptance Criteria: Avalanche sounds for skiing game mode
  • Acceptance Criteria: Make into .Wav File
  • Acceptance Criteria: Make sure the sound quality is clean/clear
  • Acceptance Criteria: Klaxon and Rumbling sounds
  • Status: <Accepted>

avalanche.wav

sound for siren and avalanche produced in mixcraft

sound for siren and avalanche produced in mixcraft

github link for sound – https://github.com/LincsAGS2/Wheel-Fit/blob/master/Adam_Cane/sounds/avalanche.wav

AGS Post #3 – Sprint 1 Week 2

As someone who loved to ski 3D models of other skiers would be great to include on the course as obstacles to increase realism.

  • Estimated Time: 4 hours
  • Acceptance Criteria: 2000 polys
  • Acceptance Criteria: textured so it is representative of real life counter-part
  • Status: Accepted
example of skiing model

example of skiing model used as inspiration

initial model of skier

initial model of skier

final version of model including material and initial texture

final version of model including material and initial texture

Steve is a passionate gamer and wants sound feedback when making selections in the game to make it immersive .

  • Estimated Time: 2 hours
  • Acceptance Criteria: Main menu feedback sounds.
  • Acceptance Criteria: Make into .Wav File
  • Acceptance Criteria: Make sure the sound quality is clean/clear
  • Status: Accepted
producing menu sonds

producing menu sounds (options, play and quit)

.wav file within project folder

.wav file within project folder

 

 

 

AGS Post #2 – Sprint 1 Week 1

As a wheelchair user I want a character model that represents myself so that I can relate to it better while playing the game.

  • Estimated Time: 4 hours
  • Acceptance Criteria: 3D model of a wheelchair on skis
  • Acceptance Criteria: Textured model of a wheelchair on skis
  • Acceptance Criteria: Max 1000 polys – Aim for 750 (final version = 956)
  • Status: Accepted
wheelchair version 1

wheelchair version 1 – un-textured/material

wheelchair coloured

wheelchair with material/textures applied ready to be used in unity with additional textures

As an avid gamer I want my inputs to be shown on screen through character animations so that the game is more immersive

  • Estimated Time: 2 hours
  • Acceptance Criteria: Animated player avatar that moves along with the users chair
  • Acceptance Criteria: Universal interface for use with any control system
  • Acceptance Criteria: Angle set with a value between 1 and -1, 0 is centre point
  • Status: accepted
code to lean

code snippet, rotating (leaning) the avatar when moving left or right, variable that this uses allows it to be used with any control input.

lean code result

result of code, will animate the avatar (wheelchair) when moving left or right. example shown in picture above.

AGS post #1 – Organisation and User stories

Work has begun on the project, the first step was to organize the team and discuss the ten user stories that each individual had decided on for the project. A user story (link shows definition) explains requirements in a realistic scenario in order to show requirements that the project may have and the reasons for them.

These are particularly useful because they can vary in detail, allowing the team to quickly describe what a user would require, prioritize them and break them down into more manageable sizes. Which is the process the team is currently in at the moment. Each member has decided on 10 user stories. Here are mine:

  • As a fitness enthusiast I would like a game mode that requires upper body strength so that I can stay fit now I am no longer able bodied
  • As a new wheelchair user I want a game mode that involves moving so that my chair control improves
  • As an ex personal trainer who is no longer able bodied I want game modes that help continue fitness development
  • As a member of a family with multiple wheelchair users I want a game with mode to suit all of us so we can continue to play together
  • As a friend of a wheelchair bound individual I want game modes that allow multiplayer interaction so we can still take part in the same game
  • As a big fan of casual gaming I want a game that lets you progress without playing for hours.
  • As someone that has wheelchair bound individuals I want a game that demonstrate what it is like to use the chair on a daily basis, moving, control etc, this means it will be easier to relate to them.
  • I am wheelchair bound but interested in getting into body building, because of this I want game modes that help achieve this.
  • Recently wheelchair bound I want a game that helps track progress to help improve ability.
  • I wish to improve general fitness even though I am wheelchair bound but I find it hard to stick to plans, I want a game that gives achievements to keep me interested.

Now at this stage these stories are ‘epic user stories’ this means they are quite vague and describe a large part of the development process and will later be broken down and assigned time frames. These have been merged with other group members stories within the meeting minutes document on our github repository.

From this point on wards each week will involve posts describing completed and accepted work from the previous week and also a plan regarding the following weeks agreed tasks.

Working hours have already been decided between team members. These are shown below:

  • Work times – Dev sessions
    • 2 hours planning meeting – Mondays 1pm-3pm
    • 4 hours group development – Thursday 11am-3pm
    • 2 hours planning – Thursday 4pm – 6pm
    • 2 hours personal development time – varying between members

The next stage of the process is to get input from the managing director regarding priority order of stories and also the allocation of this weeks scrum master and their tasks.

status of this stage = accepted