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.
week 23
Another disappointing week on the level build front, the level itself had been largely unchanged outside of my area since the previous level demonstration milestone, and only a rudimentary script was in place demonstrating the actions and path of the NPC, there was also no voice acting available.
For whatever reason I ended up being the one in charge of the presentation this time, something I was not prepared for, especialy while being so busy on the level itself in the days preceding the milestone.
For whatever reason I ended up being the one in charge of the presentation this time, something I was not prepared for, especialy while being so busy on the level itself in the days preceding the milestone.
week 22
the team presented the third milestone, this presentation went well.
Work pace on the level is slow, trying to organise more than one person working on it at a time is proving difficult but one person alone slows the progress massively. At this point it is going to be alot of work to get the level up to a working standard by next weeks milestone presentation.
Work pace on the level is slow, trying to organise more than one person working on it at a time is proving difficult but one person alone slows the progress massively. At this point it is going to be alot of work to get the level up to a working standard by next weeks milestone presentation.
week 19
continued working on the level, model population and fixing navigation problems for the player.
week 18
We presented the level as it was, I freely admit it was my lack of preperation for the presentation that caused the level to be even more underwhelming than it was, this was mostly because I failed to anticipate my custom textures not working in the uni machine, I knew they wouldn't I just failed to factor it in properly.
Despite this we did manage to explain clearly how the level was going to work, and justify our reasonings effectively (i think)
Despite this we did manage to explain clearly how the level was going to work, and justify our reasonings effectively (i think)
Week 17
After returning from the summer holidays I started putting the level together, the general lack of comunication over the holiday did mean that the level wasn't anywhere near up to the standard it needed to be.
week 16
we established what each person should aim to do over the summer holidays, my role was to complete my section of the level to alpha standard, and finish some research pieces.
week 15
refined the template document for the others working on the level, the purpose of it was to document all changes and design justifications in a uniform manner while we were seperated during the summer break.
week 13
Start of milestone 2, in order to make sure that the level created would be consistent from one area to the next despite three people working on it at the same time I spent most of this week writing a psuedo design document. Detailing dimensions and themes that should be present in each area.
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