Scheduling

Progess/Schedule update

So it’s been a while since I wrote out a blog post, mostly because I’ve been pretty busy trying to get the finishing touches ready for Halycon.

I’m currently working on the second draft of my dissertation, making changes based on feedback from Ryan. Once these changes are complete, I need to write the evaluation and conclusion sections before final referencing checks and proofreading.

On the practical side of things, Halcyon is almost in a ‘complete’ state, in terms of the assets, levels and gameplay elements I planned to include. I’m currently finalising audio assets, and once this is complete, it’ll be time to look for feedback and make last-minute adjustments. I also need to test that the ‘final’ build will run ok on the PC I’ll have at the showcase at 1080p.

If all goes well, I should have audio finalised and a gamplay video with audio complete by the end of this week.

I’ve got my poster file ready to print, and will hopefully have time to create a file for business cards this week. Once this is done I can get these printed in plenty of time for the showcase (and in plenty of time to fix any mistakes!)

Speaking of the showcase, my controllers have arrived. I chose a standard xbox 360/PC controller as it works with windows without the need to install drivers, so should just be a case of plug-and-play. I got two just in case there’s need for a backup.

It’s now just three weeks until submissions start, but I’m feeling good about having everything ready in time.

Progress Update

So since I haven’t put up many text posts recently I thought I’d post an update on progress so far.

In terms of the practical elements of the project, I’m still designing levels and puzzles, although the majority of this is complete. Levels one and three are grey-boxed with functional script, and a full working prototype should be complete in the next couple of days. In comparison to the schedule in my research proposal, this is pretty much on track, as I’m still within the time allocated for design tasks.

On the research side, things have been set back by restructuring this element of the project  to three case studies and changing the direction of the project to metaphor and symbolism in games. This has meant that the games originally planned as case studies are no longer relevant, along with most of the contextual review form my proposal.

I currently have very rough first drafts of two case studies, and am thinking about what subject to cover in the third. I’ve been looking at games produced by several people including Robin Hunicke and Keita Takasha, who both work at the developer Funomena. I hope to have a decision made on the third case study by the end of the week.

The overall message of the game has been constantly shifting thus far, but I think I have a pretty solid idea of the final direction. The game is going to be a conceptual representation of the build-up of emotional and intellectual baggage over time, and the occasional need to simplify things down to a more child-like outlook. It will explore themes of exploration, curiosity, naivety and stress among others.

Revised Project Schedule

Schedule_2

In this revised schedule, I’ve allocated more time to work on visual style, level design and puzzle design. Now that the project will be based around this one simple mechanic, I can be much more focused on producing a technically sound and aesthetically polished end product.

Obviously, the time scales are a bit rough, as I’ve estimated the time required to fulfil these tasks, so rather than stick to the schedule rigorously, I’ll work on each aspect until I assess it to be finished, and instead focus on set milestones like deadlines, the Christmas break etc.

Things I haven’t allocated time for:

  • Audio – I’m not sure whether to make time to implement some form of audio design into the game, as I have almost no experience in this area and it may distract from the main research focus.
  • Technical adjustments – Although the majority of the blueprint work for the perspective mechanic is complete, there may be some issues caused by new level layouts, and any level transitioning I implement. These should be quick fixes and could be bundled into level building.