Monday, December 13, 2010

MQP Meeting 12/9 Notes

  • Joey showed off his city environment and we discussed the possibility of potentially adding even more features to it, such as having the main street continue on into the distance so it doesn't just abruptly end
  • I showed the instrumentalist model which is completed and just needs to be textured, rigged, and animated
  • Joey also showed off some of his UI elements which he has made so far, such as the fatigue bar and information sections for the instrumentalists
  • As part of this we also discussed our plan of utilizing the information bars to help showcase the instrumentalist models from the front and also the incorporation of three buttons which will correspond to switching the instrumentalist, pattern, and instrument
  • We also discussed our two potential options of showing the information boxes for all instrumentalists or only for the currently selected one
  • Professor Rosenstock suggested the idea of potentially having the instrumentalists turn around when selected
  • He also suggested splitting the already made UI elements into individual elements so they can be more easily be implemented by the tech team
  • In terms of the prototype Kyle worked on mostly behind the scenes stuff, making the game more efficient
  • Dylan figured out a way to incorporate piano roll elements into the step sequencer to allow for dragging for not durations
  • The player can now designate the number of beats and number of subdivisions per beat
  • The composition screen now also features a tempo slider
  • Dylan is also working towards implemented the rules for each instrument class as part of the sequencer
  • Dylan was also able to implement an import/export feature to assist Brian in getting some of patterns into the game
  • He also mentioned that there might be a potential issue of lag when the composition is scrolling on playback
  • Dylan suggested that perhaps its time to move away from the prototype and start building the actual game
  • Brian played for us a couple more of his compositions which could be used for when instruments are unlocked, but he is still working on using string instruments
  • Professor Rosenstock also suggested Brian could also work on some sound effects that will be needed and also some potential background tracks for certain sections such as the map screen for example
MOVING FORWARD
  • The upgrade system is the last big tech feature
  • Professor Rosenstock suggested even just working towards implementing a very simple version
  • Other issues include resolving animation issues, getting UI elements into the game, getting the instrumentalist model rigged and animated, as well as working towards creating more monsters and instruments
  • We also talked about putting together the progression of the upgrade mode (what things can be upgraded, etc.)
  • Perhaps putting together some form of the map is the next most pressing issue

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