All of the report was put together by Lee very quickly, the data analysis was done, twice, to make sure there were no mistakes.
After handing over my sections of the report I and finishing the data analysis I started working on making Graphs to better represent the important data.
I wrote the future studies section of the conclusion, and everybody got together to help with the final conclusion of the project, each writing or contributing a small section of it.
I started working on my personal report.
Friday, 14 January 2011
week 29
during the christmas break I managed to get all of my report sections written and mostly presentable, I had unfortunantly missed Lee's e-mail as a side effect of loosing access to my hotmail account for about a week.
week 28
This week was spent organising which parts of the final document, including which sections to complete and who should write them.
Me and Adam undertook the task of writing the Design section of the document, Adam decided to do the 3d environment and NPC design sections, leaving me with the Design Rationale and NPC & Level scripting portions.
Considering that these are the areas we worked on the level this was fairly straightforward.
Me and Adam undertook the task of writing the Design section of the document, Adam decided to do the 3d environment and NPC design sections, leaving me with the Design Rationale and NPC & Level scripting portions.
Considering that these are the areas we worked on the level this was fairly straightforward.
week 27
We had another meeting with Steve Manning which proved extremely enlightening about how we should go about analyzing our results. Using a two-tail analysis method. work was being done towards the final milestone presentation, overall things are going quite well.
Thursday, 13 January 2011
week 25/26
The last 2 weeks were spent at university testing as many candidates as possible. The first day of testing introduced an unexpected issue with the level scripting meaning it broke if a player moved ahead too fast at a specific point. The fastest and most effective way to fix this was to force Kate to ignore player push, unfortunantly this meant it would be possible for kate to block players in confined spaces if she tries to follow them in, this was fixed by locking three doors and widening a space.
fortunantly this did not have any bearing on the test, it simply meant that it was no longer possible to break the script.
We also had a meeting with Steve Manning about how to analyse our data. Steve offered to look through our data and give us an example of how to do the analysis.
at the end of the 2 week testing period I believe the level was up to the standard we had needed it to be, and we had managed to get about 58 candidates tested, of which 53 provided usable data. Although the level had been behind schedule we pulled out all the stops and got the project back on track in the end.
fortunantly this did not have any bearing on the test, it simply meant that it was no longer possible to break the script.
We also had a meeting with Steve Manning about how to analyse our data. Steve offered to look through our data and give us an example of how to do the analysis.
at the end of the 2 week testing period I believe the level was up to the standard we had needed it to be, and we had managed to get about 58 candidates tested, of which 53 provided usable data. Although the level had been behind schedule we pulled out all the stops and got the project back on track in the end.
week 24
After the disappointing milestone presentation the previous week the only option was to pull a massive sprint of work instead of splitting it into small ones which was how we were supposed to be working.
Luckily the intermittent toothache I had been suffering from became non stop agony, so aside from making myself sick on painkillers every other day, sleeping wasn't really an easy option anymore, so I could devote all my time to the level. Over the week following milestone 4 I gave some tasks to other people to do (apparently there were complaints about this...), Adam started making changes to his section as it was the most criticized, as well as creating an impressive invasion script with a moving vehicle.
I started working non stop on the level, specifically the scripting. After an incredible amount of non stop hammer work when it came to the day that we needed to start testing the level was transformed. All of the script was in and functioning, voice acting was done, the outside area looked fantastic, and both of the endings worked in a way that easily conveyed the intended meaning in the events.
It was a hard week but by the end of it I was proud of what myself and the team had managed to produce after the setbacks.
Luckily the intermittent toothache I had been suffering from became non stop agony, so aside from making myself sick on painkillers every other day, sleeping wasn't really an easy option anymore, so I could devote all my time to the level. Over the week following milestone 4 I gave some tasks to other people to do (apparently there were complaints about this...), Adam started making changes to his section as it was the most criticized, as well as creating an impressive invasion script with a moving vehicle.
I started working non stop on the level, specifically the scripting. After an incredible amount of non stop hammer work when it came to the day that we needed to start testing the level was transformed. All of the script was in and functioning, voice acting was done, the outside area looked fantastic, and both of the endings worked in a way that easily conveyed the intended meaning in the events.
It was a hard week but by the end of it I was proud of what myself and the team had managed to produce after the setbacks.
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