Sprint 2

 Nepo Society 


Sprint 2


Sprint 1 to sprint 2 was a big jump from going to the basics of a paper prototype to jumping into software. I knew lots of tasks were going to be given. Wrapping up sprint 1 me and my group decided to focus on the UI for sprint 2, and I worked on models for the game to use for scenes. The reason for that is that the game is going to have scene switches, and we provided stats for the players to upgrade. When the player clicks the stats it will show them in an area where the scenery is matching where someone will go to get better at the trait they are wanting. To make sure that the programmer was making the switch scene work he wanted me to make the scenes and send them so he can test it out. The first scene I worked on was a living room scene.


The living room scene I made had a clear vision on how I wanted it. I made sure that I wanted to put a window to make it seem it feel like the player is in a building when are viewing the scene.

I had no problem making this scene but the only thing I searched up was the making of the curtains. I watched a youtube video to help me out and gave me the knowledge on how to make it whenever I want without watching the video. I’m going to color ID everything later on towards ending sprints to make sure everything necessary gets done first. After finishing this scene the next task was making a study scene. In the making of the scene I decided to go with the library because that's where mostly everyone goes. 

We have decided to have mostly everything in the scene to look at the player so when the people are in the scene they can look at everything the background holds. I put a slight rotation so people can get a 3D 2D type of vibe. I wanted to make a chair that has wheels for this type of scene because personally the chairs that have wheels are the best ones. I had some clue on how to make it but I wasn't 100% sure so I found a video and it helped me make it. A good thing that happened was me already making the bookshelf in the previous scene so it made it easy to build out. The slight tilt to the whiteboard is to make it look like the player grabbed it and was using it to help them on whatever problem they were working on. The next scene that I tackled was a house scene in the game where the player will appear in front of their home. The living room scene is technically the living room of the house model. 

The reason for so many different sceneries is because we want there to be more places the player goes so the backgrounds don’t get boring to the player. I also found out a tool where you can duplicate an object multiple times every x y or z to make a row faster like you can see the fence area up above in this picture. The hot key for it is shift D and what it's called is duplicate special and it helps alot and not needing to worry if one of the pieces are off by a point or a whole number. With the three scenes provided the programmer tested out the buttons and got it to work that each scene takes you to one of these models. The next item that we needed early was a character and that was something I've never done before. I researched and found a video on how to make a character model and decided for the character to have a small body and big head. I completed the character after finding the solution on how to create the model that is required for this game. The character will get rigged later on so if we can have animation so we can control body language in the game. Now it's thinking about how the character is going to look and what color way we want the character to be in. The coloring is coming later in the sprints so an idea is needed for quickly so there is enough time to complete 


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