Below you will find the KeySmash Studios updates and progress on our second production, Blast Off! This page will detail all of the work we have accomplished both as a team, and individually in between our presentation and update periods.
- Current Status -
Second Week of the Semester! November 17th - 23rd 2019
Progress since last update: Week in progress, not done yet!
Emily:
Terry:
Harrison:
Nick:
Carson:
Progress since last update: Week in progress, not done yet!
Emily:
Terry:
Harrison:
Nick:
Carson:
Second Week of the Semester! November 10th - 16th 2019
Progress since last update: This week we implemented our new cracking system, and have made several upgrades to the game as it was based on user feedback. We have taken multiple tests into account and are trying to improve our game based on that. We are still receiving several rockets and obstacles that will need implementation, but those are prepared for. It is refinement time!
Emily: Emily implemented the new cracking system into the game. Now the screen cracks are both more artistically correct, and also slightly more pronounced. She has also updated the damage scale for each obstacle, and added the options into our settings menu. You can now toggle vibrations, as well as adjust the audio-level of sound effects and music in the game.
Terry: Terry has helped refine both the obstacles travel paths, and the blueprint system so that everything is working as needed. He has also made UI art as requested by Nick, for the sake of helping update our UI. He is also working on adding all new rockets & obstacles as they are delivered to us.
Harrison: Harrison has spent most of the following week trying to showcase our game on various social platforms (Facebook, Instagram, Twitter, etc.) He is also reaching out to people to try and obtain more user testing feedback. He is also adding sound effects and helping refine them as is needed, per request of his team.
Nick: Nick has upgraded the look and feel of the store page, and the customization screen. The customization screen now showcases which rockets are owned, and which are locked to the user. Locked rockets cannot be selected or upgraded, and must be ignored. He added indicators of how to navigate the pages, but has yet to implement their use as buttons. He updated the store page to show the rockets name, information, and more accurately control the transitions from rocket to rocket, as well as the navigation between the store and menu stuff.
Carson: With his telekinetic powers abandoning him, Carson has resorted to flailing around aimlessly in his room, wailing like the dreaded banshee. We recently learned that, if we fill his room with starch-based product, he will cease his flailing and continue to produce art. It took several days to collect enough processed bread, but he is now sitting atop his throne of carbs and drawing again. We will continue until this bread habit causes irreparable financial damage. The art continues!
Progress since last update: This week we implemented our new cracking system, and have made several upgrades to the game as it was based on user feedback. We have taken multiple tests into account and are trying to improve our game based on that. We are still receiving several rockets and obstacles that will need implementation, but those are prepared for. It is refinement time!
Emily: Emily implemented the new cracking system into the game. Now the screen cracks are both more artistically correct, and also slightly more pronounced. She has also updated the damage scale for each obstacle, and added the options into our settings menu. You can now toggle vibrations, as well as adjust the audio-level of sound effects and music in the game.
Terry: Terry has helped refine both the obstacles travel paths, and the blueprint system so that everything is working as needed. He has also made UI art as requested by Nick, for the sake of helping update our UI. He is also working on adding all new rockets & obstacles as they are delivered to us.
Harrison: Harrison has spent most of the following week trying to showcase our game on various social platforms (Facebook, Instagram, Twitter, etc.) He is also reaching out to people to try and obtain more user testing feedback. He is also adding sound effects and helping refine them as is needed, per request of his team.
Nick: Nick has upgraded the look and feel of the store page, and the customization screen. The customization screen now showcases which rockets are owned, and which are locked to the user. Locked rockets cannot be selected or upgraded, and must be ignored. He added indicators of how to navigate the pages, but has yet to implement their use as buttons. He updated the store page to show the rockets name, information, and more accurately control the transitions from rocket to rocket, as well as the navigation between the store and menu stuff.
Carson: With his telekinetic powers abandoning him, Carson has resorted to flailing around aimlessly in his room, wailing like the dreaded banshee. We recently learned that, if we fill his room with starch-based product, he will cease his flailing and continue to produce art. It took several days to collect enough processed bread, but he is now sitting atop his throne of carbs and drawing again. We will continue until this bread habit causes irreparable financial damage. The art continues!
Second Week of the Semester! November 3rd - 9th 2019
Progress since last update: This week we have started working on cleaning the game as it currently is, and are now working on user testing and gaining user feedback about our game. We have edited the coins animation at the end of the launch screen, and changed the way the music is handled on the main menu. We have also started cleaning up bugs that exist within our shop, and have pushed .APK files out for testing purposes.
Emily: This week Emily edited the animation for coins at the end of the Launch sequence, making them a little more exciting and noticeable. She has also started designing a new damage indicator, to replace the current placeholder screen cracks. She is also working on refining the damage done by obstacles, and making sure that the rocket is controlling properly.
Terry: Terry added a new obstacle this week, and has finished our first completed version of the obstacle system. Objects now spawn only at heights that more closely correlate to the obstacle at hand, and each has its own specific flight pattern. The objects also all spawn from random sides of the screen (left, right, top) making the spawning truly random. He will continue to help work on fixes to game-play issues while we look into finalizing the addition of spending and ads.
Harrison: Harrison has finished adding all of the sound effects to the game, specifically for the obstacles and coin animations. He also spent some time and collected all of the sound effect handlers and gathered them into groups based on their sounds. This will be later used by Emily to add the ability to adjust sound in-game.
Nick: With all of the menus currently having been completed to an operable degree, Nick is now refining the menu systems and making them more user friendly. He will be adding new usability and fixing errors that appear between certain stages of the menu. This includes sliders failing, buttons accidentally toggling, etc. We are fixing and improving now!
Carson: With the discovery of his "minds eye" Carson has been able to draw without the use of his hands. He simply floats in the middle of his room chanting in a language we have yet to determine while drawing with his newfound telekinetic powers. This would be alarming, but he is too busy chanting to complain about constantly doing art, so we are ignoring the strange and being thankful that we have more rockets! Thanks Carson, keep up the good work!
Progress since last update: This week we have started working on cleaning the game as it currently is, and are now working on user testing and gaining user feedback about our game. We have edited the coins animation at the end of the launch screen, and changed the way the music is handled on the main menu. We have also started cleaning up bugs that exist within our shop, and have pushed .APK files out for testing purposes.
Emily: This week Emily edited the animation for coins at the end of the Launch sequence, making them a little more exciting and noticeable. She has also started designing a new damage indicator, to replace the current placeholder screen cracks. She is also working on refining the damage done by obstacles, and making sure that the rocket is controlling properly.
Terry: Terry added a new obstacle this week, and has finished our first completed version of the obstacle system. Objects now spawn only at heights that more closely correlate to the obstacle at hand, and each has its own specific flight pattern. The objects also all spawn from random sides of the screen (left, right, top) making the spawning truly random. He will continue to help work on fixes to game-play issues while we look into finalizing the addition of spending and ads.
Harrison: Harrison has finished adding all of the sound effects to the game, specifically for the obstacles and coin animations. He also spent some time and collected all of the sound effect handlers and gathered them into groups based on their sounds. This will be later used by Emily to add the ability to adjust sound in-game.
Nick: With all of the menus currently having been completed to an operable degree, Nick is now refining the menu systems and making them more user friendly. He will be adding new usability and fixing errors that appear between certain stages of the menu. This includes sliders failing, buttons accidentally toggling, etc. We are fixing and improving now!
Carson: With the discovery of his "minds eye" Carson has been able to draw without the use of his hands. He simply floats in the middle of his room chanting in a language we have yet to determine while drawing with his newfound telekinetic powers. This would be alarming, but he is too busy chanting to complain about constantly doing art, so we are ignoring the strange and being thankful that we have more rockets! Thanks Carson, keep up the good work!
Second Week of the Semester! October 27th - November 2nd 2019
Progress since last update: This week we changed the way our rocket launch animation looks, after receiving some user feedback. We have flushed out customize page now, and integrated the blueprint system we designed earlier. We have all of the achievement art faces and we are adding in collision sounds for the obstacles. We have also added more art, and a transition from blue skies to something more... Space!
Emily: After receiving user feedback, Emily changed the way the launch animation worked. Now, for the smaller Tier-1 rockets, the screen will hardly shake at all. As the rockets progress (Tier-1,2,3...) the screen will shake more and more, looking absolutely wild with the launch of a Tier-5 rocket. This is now active for all available rockets.
Terry: Terry's work expressed a duality of greatness this week. He started by assisting Nick with the blueprint integration into the Customize page, so that upgrading and selecting rockets matched the feel of purchasing them. After this was completed, he did the math and added a slow transition effect to the flight portion of the game. Now, as your rocket gains height, the blue sky will transition into black space with shining stars! This adds the more realistic look of flight to our game.
Harrison: Harrison finished the achievement art this week, so the face-plates are all in place. He also started implementing all of the sound effects to the obstacles in the game. Now, each time the rocket collides with an object, it plays a sound effect specific to that obstacle. He will continue adding these sounds as new obstacles appear in the game.
Nick: Nick worked with Terry this week to get the UI of the Customization screen complete. He was able to get the blueprints in properly, and has now moved to working on other parts of the menu. The final menu screen he needs to customize before stating the cleaning process, is the setting menu. Being as this is a simple menu, Nick will be able to finish this quickly and move forward with cleaning the game!
Carson: Carson has forged onward with the journey of an artist. He is currently blinking again, and has even attempted to communicate with us. Although he is speaking an unfamiliar language, we have ascertained that he is saying "My minds eye has been awakened" which is excellent news! More eyes to focus on art with! He WILL continue doing art.
Progress since last update: This week we changed the way our rocket launch animation looks, after receiving some user feedback. We have flushed out customize page now, and integrated the blueprint system we designed earlier. We have all of the achievement art faces and we are adding in collision sounds for the obstacles. We have also added more art, and a transition from blue skies to something more... Space!
Emily: After receiving user feedback, Emily changed the way the launch animation worked. Now, for the smaller Tier-1 rockets, the screen will hardly shake at all. As the rockets progress (Tier-1,2,3...) the screen will shake more and more, looking absolutely wild with the launch of a Tier-5 rocket. This is now active for all available rockets.
Terry: Terry's work expressed a duality of greatness this week. He started by assisting Nick with the blueprint integration into the Customize page, so that upgrading and selecting rockets matched the feel of purchasing them. After this was completed, he did the math and added a slow transition effect to the flight portion of the game. Now, as your rocket gains height, the blue sky will transition into black space with shining stars! This adds the more realistic look of flight to our game.
Harrison: Harrison finished the achievement art this week, so the face-plates are all in place. He also started implementing all of the sound effects to the obstacles in the game. Now, each time the rocket collides with an object, it plays a sound effect specific to that obstacle. He will continue adding these sounds as new obstacles appear in the game.
Nick: Nick worked with Terry this week to get the UI of the Customization screen complete. He was able to get the blueprints in properly, and has now moved to working on other parts of the menu. The final menu screen he needs to customize before stating the cleaning process, is the setting menu. Being as this is a simple menu, Nick will be able to finish this quickly and move forward with cleaning the game!
Carson: Carson has forged onward with the journey of an artist. He is currently blinking again, and has even attempted to communicate with us. Although he is speaking an unfamiliar language, we have ascertained that he is saying "My minds eye has been awakened" which is excellent news! More eyes to focus on art with! He WILL continue doing art.
Second Week of the Semester! October 20th - 26th 2019
Progress since last update: This week we managed to get the first implementation of our damage system complete and working with the different obstacles in the game. It now changes to display the level of damage at any given time. We have also added music to the menu system, implemented better button handling, and have the rocket properly flying. The upgrade screen has also seen some work this week.
Emily: Emily implemented the screen cracking system we spoke of, and have the cracks intensifying as the ship receives more damage during flight. She also programmed a pre-determined amount of damage to be dealt by each obstacle after colliding with the ship. She is continuing to refine the damage system to the ship.
Terry: Terry got has all of the obstacles ready to be implemented into the game, and is working on animated movement patterns to make each obstacle feel different during flight. He is also working on making sure the obstacles spawn at appropriate heights that would correlate with the object most realistically.
Harrison: Harrison has finished all but the final three achievement art faces, and is now looking into getting the sounds added for collision into the game. He has already implemented the music into the main menu and workshop screens, and has also done a sweep over all existing buttons to ensure that they are currently working with the changes made to the game. This process will continue throughout the games design process.
Nick: With the store in a good place currently, Nick has moved onto making updates to the Customization screen. He is making it so that you can iterate through all rockets, and select the owned ones for use during the flight portion. He is also adding the ability to upgrade the rockets, using currency and mathematical upgrade equation written by Terry earlier on. He will continue his UI work moving forward.
Carson: Carson has continued art. No, seriously, he is still doing art. Rockets, obstacles, the end of the world, just art stuff. Despite the fact that he hasn't blinked or turned his head for more than 26-hours, he is still cranking out the art! The preacher we hired to guard him has yet to express any concerns, so art is going well. Carson will likely continue this trend.
Progress since last update: This week we managed to get the first implementation of our damage system complete and working with the different obstacles in the game. It now changes to display the level of damage at any given time. We have also added music to the menu system, implemented better button handling, and have the rocket properly flying. The upgrade screen has also seen some work this week.
Emily: Emily implemented the screen cracking system we spoke of, and have the cracks intensifying as the ship receives more damage during flight. She also programmed a pre-determined amount of damage to be dealt by each obstacle after colliding with the ship. She is continuing to refine the damage system to the ship.
Terry: Terry got has all of the obstacles ready to be implemented into the game, and is working on animated movement patterns to make each obstacle feel different during flight. He is also working on making sure the obstacles spawn at appropriate heights that would correlate with the object most realistically.
Harrison: Harrison has finished all but the final three achievement art faces, and is now looking into getting the sounds added for collision into the game. He has already implemented the music into the main menu and workshop screens, and has also done a sweep over all existing buttons to ensure that they are currently working with the changes made to the game. This process will continue throughout the games design process.
Nick: With the store in a good place currently, Nick has moved onto making updates to the Customization screen. He is making it so that you can iterate through all rockets, and select the owned ones for use during the flight portion. He is also adding the ability to upgrade the rockets, using currency and mathematical upgrade equation written by Terry earlier on. He will continue his UI work moving forward.
Carson: Carson has continued art. No, seriously, he is still doing art. Rockets, obstacles, the end of the world, just art stuff. Despite the fact that he hasn't blinked or turned his head for more than 26-hours, he is still cranking out the art! The preacher we hired to guard him has yet to express any concerns, so art is going well. Carson will likely continue this trend.
Second Week of the Semester! October 13th - 19th 2019
Progress since last update: Our work this week has consisted of implementing a damage system to our rocket, that correlates with the new obstacles we are adding into the flight portion o the game. We have also flushed out the store page more, and are now getting close to having all of our current flight mechanics in place. We have also received more obstacle, rocket, and achievement art.
Emily: Emily spent this week getting our damage system implemented. After talking it through amidst our group, we decided that our damage indicator would be the screen simulating cracking. With this in mind, Emily made a rough draft of the art for this, and started working on the implementation.
Terry: During this week Terry was able to finally get the blueprint system otherwise complete. The rockets in the shop are now showcased by the blueprints, with the ability to preview their actual design as well as purchase them from the screen, with your current currency showcased near the top. He has also finished our first-draft version of the obstacle spawning system (although it currently only works on one side). He will refine obstacles soon.
Harrison: Harrison continued to work on achievement art, and is getting close to finishing all of it. He also decided on which song would play during launch, and implemented that into the game. He is almost certain on which two menu songs will be used, but he has yet to implement them. He is currently choosing which sound effects sound best for each of the obstacles, out of the collection he gathered earlier this semester. After the obstacles are implemented he will be ready to give them audio.
Nick: This week, Nick worked with Terry on implementing the finalized blueprints into the shops UI. As mentioned above, the preview and purchase buttons are all working, and each rocket has its perspective blueprint. Nick also got the banner on the top of the shop complete, and is soon to make some edits to the preview page. The work for quality UI continues as we progress!
Carson: Our trusty art puppet Carson continues to perform his talents upon the art tablet we currently have him chained to. We have learned that with proper food (Pop-Tarts) and water, Carson will happily work on art for several hours. With this knowledge, Carson has given us the first version of most of our obstacles, and is working on a few separate versions of a few of them. He continues to do art of his own free will.
Progress since last update: Our work this week has consisted of implementing a damage system to our rocket, that correlates with the new obstacles we are adding into the flight portion o the game. We have also flushed out the store page more, and are now getting close to having all of our current flight mechanics in place. We have also received more obstacle, rocket, and achievement art.
Emily: Emily spent this week getting our damage system implemented. After talking it through amidst our group, we decided that our damage indicator would be the screen simulating cracking. With this in mind, Emily made a rough draft of the art for this, and started working on the implementation.
Terry: During this week Terry was able to finally get the blueprint system otherwise complete. The rockets in the shop are now showcased by the blueprints, with the ability to preview their actual design as well as purchase them from the screen, with your current currency showcased near the top. He has also finished our first-draft version of the obstacle spawning system (although it currently only works on one side). He will refine obstacles soon.
Harrison: Harrison continued to work on achievement art, and is getting close to finishing all of it. He also decided on which song would play during launch, and implemented that into the game. He is almost certain on which two menu songs will be used, but he has yet to implement them. He is currently choosing which sound effects sound best for each of the obstacles, out of the collection he gathered earlier this semester. After the obstacles are implemented he will be ready to give them audio.
Nick: This week, Nick worked with Terry on implementing the finalized blueprints into the shops UI. As mentioned above, the preview and purchase buttons are all working, and each rocket has its perspective blueprint. Nick also got the banner on the top of the shop complete, and is soon to make some edits to the preview page. The work for quality UI continues as we progress!
Carson: Our trusty art puppet Carson continues to perform his talents upon the art tablet we currently have him chained to. We have learned that with proper food (Pop-Tarts) and water, Carson will happily work on art for several hours. With this knowledge, Carson has given us the first version of most of our obstacles, and is working on a few separate versions of a few of them. He continues to do art of his own free will.
Second Week of the Semester! October 6th - 12th 2019
Progress since last update: This week we started implementing a new system to make the launch of the rocket more exciting. We also started putting obstacles into our game, to add actual game mechanics to the flight portion. We are also continuing to add sounds and art to the game, from the rockets to the UI.
Emily: This week Emily started creating code for a more exciting launch. We decided that the screen should shake as the rocket prepares to launch, simulating the power being put out by the rockets thrust jets before takeoff. The first edition of this feature has been added and is being tested.
Terry: Terry has started working on adding obstacles to the games flight portion. These obstacles spawn off-screen and will collide with the rocket causing damage. He has also continued working on the blueprints for all of the rockets. The idea currently, is to find a way to optimize the blueprint layout so that future rockets can be implemented without too much hassle.
Harrison: During this week, Harrison kept pushing towards the completion of the achievement art. He is getting close to having the first tile for each of the different achievements currently in the game. Harrison has decided on the music for the menus, and is conferring with the team to find which songs will make the final cut.
Nick: As has persisted in present weeks, Nick continues to work on the UI from all sides. He is in the process of helping Terry get the blueprints to a workable and reusable state for future rockets. He is also getting closer to his ideal image of the store part of our menu screen. He has put work into finalizing the banner, and ensuring that it works properly. He will continue to work on the menu UI moving forward, as well as the finalization of the blueprints.
Carson: Carson keeps steadfast in his quest to complete art! He has created several more rockets, and is now making the obstacles that Terry is working to implement. Carson has music in his ears, a pen-tablet pen in his hands, and is focused on getting the art that we need complete. He will continue this effort as we continue on.
Progress since last update: This week we started implementing a new system to make the launch of the rocket more exciting. We also started putting obstacles into our game, to add actual game mechanics to the flight portion. We are also continuing to add sounds and art to the game, from the rockets to the UI.
Emily: This week Emily started creating code for a more exciting launch. We decided that the screen should shake as the rocket prepares to launch, simulating the power being put out by the rockets thrust jets before takeoff. The first edition of this feature has been added and is being tested.
Terry: Terry has started working on adding obstacles to the games flight portion. These obstacles spawn off-screen and will collide with the rocket causing damage. He has also continued working on the blueprints for all of the rockets. The idea currently, is to find a way to optimize the blueprint layout so that future rockets can be implemented without too much hassle.
Harrison: During this week, Harrison kept pushing towards the completion of the achievement art. He is getting close to having the first tile for each of the different achievements currently in the game. Harrison has decided on the music for the menus, and is conferring with the team to find which songs will make the final cut.
Nick: As has persisted in present weeks, Nick continues to work on the UI from all sides. He is in the process of helping Terry get the blueprints to a workable and reusable state for future rockets. He is also getting closer to his ideal image of the store part of our menu screen. He has put work into finalizing the banner, and ensuring that it works properly. He will continue to work on the menu UI moving forward, as well as the finalization of the blueprints.
Carson: Carson keeps steadfast in his quest to complete art! He has created several more rockets, and is now making the obstacles that Terry is working to implement. Carson has music in his ears, a pen-tablet pen in his hands, and is focused on getting the art that we need complete. He will continue this effort as we continue on.
Second Week of the Semester! September 29th - October 5th 2019
Progress since last update: This week we continued adding several aesthetic components to our game. We have more art for things like achievements, the store, the customization page, and more! We have also added more sounds, and started implementing the obstacles into the launch sequence. We are also working on refining and "beefing-up" the launch to make it more pleasing.
Emily: Emily spent this week working on coding in obstacles and collision handling, as well as helping with the aesthetics of the launch. She added a countdown to the launch pre-flight, to help our players with timing. We have also added a single practice-gem into the game for the sake of starting our gem collection coding. She is also slowly preparing the code for having the achievements become attainable through play, as well as other work on the achievement section of our menu.
Terry: Terry has continued to grind out the blueprints that we are using for our new store and customization screens. The blueprints are, for the most part, being made singularly per-rocket making the work a little tedious. He has been working on making sure the blueprints are clean, aesthetically pleasing, and fit our games design. He has also assisted with the obstacle generation, and the movement of each obstacle (their specific movements on screen).
Harrison: Harrison started pumping out achievement art for the achievement page. He is slowly making the covers for each of the achievements, and has completed a few already. He has also continued implementing sounds. Almost all of the buttons in the menu system and launch screen have audio to them, and the launch button now activates the flying audio. Harrison is continuing to work on both art, and sounds for the next week or so.
Nick: Nick continues his grind on the UI implementation and updates. He has edited the main-menu rotating buttons so that they can be controlled from any part of the menu instead of on the buttons. he also changed the button art so that it has a nicer feel to it. He has worked with Terry on the blueprint system and has started implementing the early version of the blueprint system into the game, for the sake of testing the scaling on various phones. He is also finalizing the look of the store, including the daily banner system.
Carson: Carson pushes onward with his artistic adventure! He is creating new rockets, new obstacles, and other art for our game. He is helping with menu design options and making obstacles. He finished two new rockets and has started working on designing a few new obstacles. He will be continuing to make these so that we can keep adding obstacles and new rockets to our game.
Progress since last update: This week we continued adding several aesthetic components to our game. We have more art for things like achievements, the store, the customization page, and more! We have also added more sounds, and started implementing the obstacles into the launch sequence. We are also working on refining and "beefing-up" the launch to make it more pleasing.
Emily: Emily spent this week working on coding in obstacles and collision handling, as well as helping with the aesthetics of the launch. She added a countdown to the launch pre-flight, to help our players with timing. We have also added a single practice-gem into the game for the sake of starting our gem collection coding. She is also slowly preparing the code for having the achievements become attainable through play, as well as other work on the achievement section of our menu.
Terry: Terry has continued to grind out the blueprints that we are using for our new store and customization screens. The blueprints are, for the most part, being made singularly per-rocket making the work a little tedious. He has been working on making sure the blueprints are clean, aesthetically pleasing, and fit our games design. He has also assisted with the obstacle generation, and the movement of each obstacle (their specific movements on screen).
Harrison: Harrison started pumping out achievement art for the achievement page. He is slowly making the covers for each of the achievements, and has completed a few already. He has also continued implementing sounds. Almost all of the buttons in the menu system and launch screen have audio to them, and the launch button now activates the flying audio. Harrison is continuing to work on both art, and sounds for the next week or so.
Nick: Nick continues his grind on the UI implementation and updates. He has edited the main-menu rotating buttons so that they can be controlled from any part of the menu instead of on the buttons. he also changed the button art so that it has a nicer feel to it. He has worked with Terry on the blueprint system and has started implementing the early version of the blueprint system into the game, for the sake of testing the scaling on various phones. He is also finalizing the look of the store, including the daily banner system.
Carson: Carson pushes onward with his artistic adventure! He is creating new rockets, new obstacles, and other art for our game. He is helping with menu design options and making obstacles. He finished two new rockets and has started working on designing a few new obstacles. He will be continuing to make these so that we can keep adding obstacles and new rockets to our game.
Second Week of the Semester! September 22nd -28th 2019
Progress since last update: This week we made plenty of progress on our game! We have music for our menu and launch scene now, and have started added Achievement art to our achievement page. We are working on obstacles and new rockets to add to the game as well. We are also attempting to implement a new store and upgrade menu system, as well as working on launch mechanics and the ability to earn coins and gems during game-play. It has been a busy week!
Emily: Emily spent her working time this week grinding out tons of coding for our game. She has been working on editing the launch mechanics, implementing achievement handling, and handling collisions. As our game develops into a more playable game, Emily is keeping up with the codes she has already created to ensure that they are all working with our assets, as well as keeping them from taking away from the gaming experience. The coding for this game has many components, and Emily is handling it well!
Terry: Terry recently created a new Blueprint idea that we are planning on implementing. He has been designing aesthetically pleasing Blueprints for our rockets so that the shopping menu has a more pleasing visual effect. He is designing button systems to showcase rockets in the shop, as well as redesigning the workshop area with the same blueprint layout. During this time, he has also been working on implementing ads and monetization. There is a lot of forms and such that Google requires, and he has been jumping through hoops to get us green-lit for these features.
Harrison: Harrison has started working on art for the achievements now, as well as finishing downloading sounds and for the most part, the music. With his connection to the GitHub being established, he has been able to start adding sound effects to the game slowly. He has added ambient noises for the launch scene (pre-launch) and has started working on menu music. He is also working on adding sound-effects to each of the buttons in the game, so that every movement in the menus is highlighted by sound. He is continuing with Art and Sounds from here.
Nick: Nick has continued the grind on our UI and menu systems this week. He has been working with Terry on the new Blueprint system, as well as cleaning up how our games main menu works. He is working on the rotational buttons o the main menu to ensure that spinning between the buttons is easy and intuitive. He has also started working on the buttons for navigating the store, and the banner system. He will continue to refine our UI moving forward.
Carson: Carson pushes forward this week with more and more art! He has started working on making more rockets, more obstacles, and other art for our game. After designing the few new rockets, he will also be working on new looks for our obstacles, new color patterns, and other new art. His work has been a little slower recently as he is neither in our class, nor a game design major. But he pushes on making art for us!
Progress since last update: This week we made plenty of progress on our game! We have music for our menu and launch scene now, and have started added Achievement art to our achievement page. We are working on obstacles and new rockets to add to the game as well. We are also attempting to implement a new store and upgrade menu system, as well as working on launch mechanics and the ability to earn coins and gems during game-play. It has been a busy week!
Emily: Emily spent her working time this week grinding out tons of coding for our game. She has been working on editing the launch mechanics, implementing achievement handling, and handling collisions. As our game develops into a more playable game, Emily is keeping up with the codes she has already created to ensure that they are all working with our assets, as well as keeping them from taking away from the gaming experience. The coding for this game has many components, and Emily is handling it well!
Terry: Terry recently created a new Blueprint idea that we are planning on implementing. He has been designing aesthetically pleasing Blueprints for our rockets so that the shopping menu has a more pleasing visual effect. He is designing button systems to showcase rockets in the shop, as well as redesigning the workshop area with the same blueprint layout. During this time, he has also been working on implementing ads and monetization. There is a lot of forms and such that Google requires, and he has been jumping through hoops to get us green-lit for these features.
Harrison: Harrison has started working on art for the achievements now, as well as finishing downloading sounds and for the most part, the music. With his connection to the GitHub being established, he has been able to start adding sound effects to the game slowly. He has added ambient noises for the launch scene (pre-launch) and has started working on menu music. He is also working on adding sound-effects to each of the buttons in the game, so that every movement in the menus is highlighted by sound. He is continuing with Art and Sounds from here.
Nick: Nick has continued the grind on our UI and menu systems this week. He has been working with Terry on the new Blueprint system, as well as cleaning up how our games main menu works. He is working on the rotational buttons o the main menu to ensure that spinning between the buttons is easy and intuitive. He has also started working on the buttons for navigating the store, and the banner system. He will continue to refine our UI moving forward.
Carson: Carson pushes forward this week with more and more art! He has started working on making more rockets, more obstacles, and other art for our game. After designing the few new rockets, he will also be working on new looks for our obstacles, new color patterns, and other new art. His work has been a little slower recently as he is neither in our class, nor a game design major. But he pushes on making art for us!
Second Week of the Semester! September 15th -21st 2019
Progress since last update: This week we buckled down and have tried to get some more notable progress. We have refined our menu system, and are slowly starting to implement new art. We have more GUI applied to various sub-menus, as well as the mechanics to operate those menus. We are also starting to implement sound-effects into our game, and looking for music to add to the menus and game-play. This week we started laying the groundwork for the large visual improvements to come.
Emily: Emily spent this week on two daunting tasks: implementing the achievement code, and implementing the spending code. Both of those tasks were approached, and mostly completed. In the current build of our game, we can simulate spending currency in our demo-store. There is also an achievement list that is visible on the achievement page, and sorted into a list. Emily has been coding like its going out of style, and the proof is in the product.
Terry: Terry continues to work on both sides of game design - the artistic and technological! He has been working tirelessly on assisting with the art for the game, taking a load off of our artists mind. He has created background images and templates for rocket design, as well as other obstacles. There is a lot of art for this game, so his efforts have gone a long way. Terry also got our game ready for integrating monetization, which was no small task. Although we cannot implement it now (due to Google Play specifications) we are working towards being able to do so. This should happen within the next few weeks.
Harrison: Harrison had a slow start to this week, but finished with some audio! He has been working in his GitHub branch testing audio implementation and choosing which sound effects belong where. That being said, he can only implement sounds to active game mechanics, so he has been focusing primarily on menu buttons. He also started downloading music, to add some life to our otherwise quite menus. The last thing Harrison worked on were the achievement templates. He is now in charge of creating visual badges for various achievements, to help liven up the achievement page. He will be continuing on with sound and art.
Nick: Nick has continued to pump out the GUI, and is slowly finishing the main-menu, and the various sub-menus. He has started working on the layout of the "Store" page, which is looking great so far. He is adding touch-controls for navigating the various rockets and items available, and has remade the page several times to ensure that the layout is easy to understand and navigate on the phone. He also edited the feeling of the main menu, to make it easier and more responsive. His efforts to maximize the usability and style of our GUI are relentless and our GUI has the looks to prove it. This work will continue forward.
Carson: Carson has continued to fight the seemingly endless pile of art requirements he has been faced with, demonstrating patience and work ethic in droves throughout the process. He is making rockets, stylizing menus, and assisting with obstacle / achievement completion this week, and will likely continue to do just that moving forward. We are making all of our own visual assets for this project, which is very intense considering our desired schedule. His hard work has been an extremely helpful element of our future success. We will see more work in the future, as he progress into background art creation.
Progress since last update: This week we buckled down and have tried to get some more notable progress. We have refined our menu system, and are slowly starting to implement new art. We have more GUI applied to various sub-menus, as well as the mechanics to operate those menus. We are also starting to implement sound-effects into our game, and looking for music to add to the menus and game-play. This week we started laying the groundwork for the large visual improvements to come.
Emily: Emily spent this week on two daunting tasks: implementing the achievement code, and implementing the spending code. Both of those tasks were approached, and mostly completed. In the current build of our game, we can simulate spending currency in our demo-store. There is also an achievement list that is visible on the achievement page, and sorted into a list. Emily has been coding like its going out of style, and the proof is in the product.
Terry: Terry continues to work on both sides of game design - the artistic and technological! He has been working tirelessly on assisting with the art for the game, taking a load off of our artists mind. He has created background images and templates for rocket design, as well as other obstacles. There is a lot of art for this game, so his efforts have gone a long way. Terry also got our game ready for integrating monetization, which was no small task. Although we cannot implement it now (due to Google Play specifications) we are working towards being able to do so. This should happen within the next few weeks.
Harrison: Harrison had a slow start to this week, but finished with some audio! He has been working in his GitHub branch testing audio implementation and choosing which sound effects belong where. That being said, he can only implement sounds to active game mechanics, so he has been focusing primarily on menu buttons. He also started downloading music, to add some life to our otherwise quite menus. The last thing Harrison worked on were the achievement templates. He is now in charge of creating visual badges for various achievements, to help liven up the achievement page. He will be continuing on with sound and art.
Nick: Nick has continued to pump out the GUI, and is slowly finishing the main-menu, and the various sub-menus. He has started working on the layout of the "Store" page, which is looking great so far. He is adding touch-controls for navigating the various rockets and items available, and has remade the page several times to ensure that the layout is easy to understand and navigate on the phone. He also edited the feeling of the main menu, to make it easier and more responsive. His efforts to maximize the usability and style of our GUI are relentless and our GUI has the looks to prove it. This work will continue forward.
Carson: Carson has continued to fight the seemingly endless pile of art requirements he has been faced with, demonstrating patience and work ethic in droves throughout the process. He is making rockets, stylizing menus, and assisting with obstacle / achievement completion this week, and will likely continue to do just that moving forward. We are making all of our own visual assets for this project, which is very intense considering our desired schedule. His hard work has been an extremely helpful element of our future success. We will see more work in the future, as he progress into background art creation.
Second Week of the Semester! September 8th - 14th 2019
Progress since last update: This week we added a much more completed version of our GUI into the game. The menu rotates properly, and has a much more reliable feel to it. The menu buttons also work, and can each menu can be navigated to, although the menus are not yet flushed out. We have also started implementing our achievement systems and nearly finished downloading sounds. We are also getting achievement art completed, as well as having more rockets, obstacles, and menu art done.
Emily: Emily has been grinding away on the back-end of this project, putting code into place that will ensure our mechanics are present. She has started the implementation of achievements, as well as continuing to work on the rocket launch portion of the game. She has also been working on the shop functionality, and the ability to spend both coins and gems. To go with this, she is also working on earning coins during flight.
Terry: Terry has been very busy this week, with several things. Firstly, he is starting to look into monetization for our game. He is having to scour through the Google Play rules of establishment so that we can get money-processing into our game. Being as monetization is a new mechanic for our team, there is a lot of learning to be done, and Terry is handling it well. He is also continuing his assistance with art asset creation, so that our artist isn't overwhelmed.
Harrison: Harrison spent the majority of this week finalizing the download of Audio assets for the game. After scouring his audio source for several hours, he decided that he felt comfortable stopping with ~170 sound effects (not including music). He has now downloaded 2-5 sounds per noise-making objects and is now sorting through the assets to start finding the best for each section of the game. With this complete, Harrison plans to start downloading music, and assisting with the creation of art for the Achievements in the game.
Nick: Nick dedicated his time for this week, to continuing to expand on the GUI he has cemented into the game. With the menu buttons and rotation working, he wanted to get the buttons operational, and the sub-menus (Settings, Store, etc.) flushed out. With that in mind, most of the buttons are working now and each offer a button to return to the title screen after being entered. After he finished connecting all of the buttons to their sub-menus and back, Nick will start working on flushing out the GUI layout for each of the sub-menus. He is also thinking of ways that he can refine the touch-based menu navigation.
Carson: Carson continues on with his crusade of art, into another week of pen on touch-pad action. He has been sketching rockets, drawing satellites, and scribbling astronauts into reality for our use. We are slowly getting more and more assets which is helping our game make the physical shift from "Looks like a demo" to "Final product feeling." He will continue to work on creating assets, and will be assisting with work on background images soon.
Progress since last update: This week we added a much more completed version of our GUI into the game. The menu rotates properly, and has a much more reliable feel to it. The menu buttons also work, and can each menu can be navigated to, although the menus are not yet flushed out. We have also started implementing our achievement systems and nearly finished downloading sounds. We are also getting achievement art completed, as well as having more rockets, obstacles, and menu art done.
Emily: Emily has been grinding away on the back-end of this project, putting code into place that will ensure our mechanics are present. She has started the implementation of achievements, as well as continuing to work on the rocket launch portion of the game. She has also been working on the shop functionality, and the ability to spend both coins and gems. To go with this, she is also working on earning coins during flight.
Terry: Terry has been very busy this week, with several things. Firstly, he is starting to look into monetization for our game. He is having to scour through the Google Play rules of establishment so that we can get money-processing into our game. Being as monetization is a new mechanic for our team, there is a lot of learning to be done, and Terry is handling it well. He is also continuing his assistance with art asset creation, so that our artist isn't overwhelmed.
Harrison: Harrison spent the majority of this week finalizing the download of Audio assets for the game. After scouring his audio source for several hours, he decided that he felt comfortable stopping with ~170 sound effects (not including music). He has now downloaded 2-5 sounds per noise-making objects and is now sorting through the assets to start finding the best for each section of the game. With this complete, Harrison plans to start downloading music, and assisting with the creation of art for the Achievements in the game.
Nick: Nick dedicated his time for this week, to continuing to expand on the GUI he has cemented into the game. With the menu buttons and rotation working, he wanted to get the buttons operational, and the sub-menus (Settings, Store, etc.) flushed out. With that in mind, most of the buttons are working now and each offer a button to return to the title screen after being entered. After he finished connecting all of the buttons to their sub-menus and back, Nick will start working on flushing out the GUI layout for each of the sub-menus. He is also thinking of ways that he can refine the touch-based menu navigation.
Carson: Carson continues on with his crusade of art, into another week of pen on touch-pad action. He has been sketching rockets, drawing satellites, and scribbling astronauts into reality for our use. We are slowly getting more and more assets which is helping our game make the physical shift from "Looks like a demo" to "Final product feeling." He will continue to work on creating assets, and will be assisting with work on background images soon.
Second Week of the Semester! September 1st - 7th 2019
Progress since last update: This week we got our basic GUI implemented into our game, and got a launch sequence working. We were also able to deploy demos for testing to various phones, and ensure that the touch controls are working properly. The GUI has buttons available for all menu systems, but only the "Launch" option works. The rocket hits its peak and flips over and returns to earth.
Emily: Spent this week making sure the launch process works, and the touch controls for navigating the rocket operational. She also worked to add the end-screen to the game, which is displayed after the rocket reaches maximum altitude. It states your height reached, your total score, and your coins collected (although some of these mechanics aren't yet implemented). She is also working on getting the coins system properly implemented.
Terry: Terry spent this week focusing greatly on creating art templates for our artist. Being as we have a ton of required assets to create, and one artist, he has been creating pixel-perfect GUI elements, and other art-elements to help our artist get elements done. Aside from that, he is starting to work on adding Google Play integration so that we can add our money-spending options. He has also worked on back-end mechanic enabling for various in-game mechanics.
Harrison: Harrison started this week by finishing his initial version of the Audio-Map, and beginning the hunt for good sound effects. He spent a great majority of this week downloading various audio files. Although the amount of audio files required is unknown, there are about 35-different potential noise making assets in the game, as of this week, which means the sound effect total will be large. He plans to continue downloading sounds moving forward.
Nick: Nick is our GUI master, so he has put nose to grindstone to get the GUI into our current game. He finished his template art and has a rough working version of the GUI in place. The GUI works on touch, and the menu buttons rotate around an earth 2D-asset supplied by our artist. You can swipe left and right to access each button, and each button will soon lead to their represented sub-menu. You are also able to spin the earth positioned in the center of the buttons. He will continue to expound on this idea moving forward.
Carson: Carson, as usual, has been pumping out the art. He is slowly flushing out our rocket-packs, as well as creating obstacles and menu items for our game. His current struggle is working around his personal schedule, and finding enough time so sit in front of his drawing pad to work. That being said, he has worked very hard and is continuing to create assets that are allowing us to push our game closer to completion. He will continue making rockets moving forward, and will likely assist with achievement assets too!
Progress since last update: This week we got our basic GUI implemented into our game, and got a launch sequence working. We were also able to deploy demos for testing to various phones, and ensure that the touch controls are working properly. The GUI has buttons available for all menu systems, but only the "Launch" option works. The rocket hits its peak and flips over and returns to earth.
Emily: Spent this week making sure the launch process works, and the touch controls for navigating the rocket operational. She also worked to add the end-screen to the game, which is displayed after the rocket reaches maximum altitude. It states your height reached, your total score, and your coins collected (although some of these mechanics aren't yet implemented). She is also working on getting the coins system properly implemented.
Terry: Terry spent this week focusing greatly on creating art templates for our artist. Being as we have a ton of required assets to create, and one artist, he has been creating pixel-perfect GUI elements, and other art-elements to help our artist get elements done. Aside from that, he is starting to work on adding Google Play integration so that we can add our money-spending options. He has also worked on back-end mechanic enabling for various in-game mechanics.
Harrison: Harrison started this week by finishing his initial version of the Audio-Map, and beginning the hunt for good sound effects. He spent a great majority of this week downloading various audio files. Although the amount of audio files required is unknown, there are about 35-different potential noise making assets in the game, as of this week, which means the sound effect total will be large. He plans to continue downloading sounds moving forward.
Nick: Nick is our GUI master, so he has put nose to grindstone to get the GUI into our current game. He finished his template art and has a rough working version of the GUI in place. The GUI works on touch, and the menu buttons rotate around an earth 2D-asset supplied by our artist. You can swipe left and right to access each button, and each button will soon lead to their represented sub-menu. You are also able to spin the earth positioned in the center of the buttons. He will continue to expound on this idea moving forward.
Carson: Carson, as usual, has been pumping out the art. He is slowly flushing out our rocket-packs, as well as creating obstacles and menu items for our game. His current struggle is working around his personal schedule, and finding enough time so sit in front of his drawing pad to work. That being said, he has worked very hard and is continuing to create assets that are allowing us to push our game closer to completion. He will continue making rockets moving forward, and will likely assist with achievement assets too!
Second Week of the Semester! August 25th - 31st 2019
Progress since last update: This is the second update. In this week, we were able to work on developing our game in more depth. We started adding the mechanics that were already implemented into the back-end into the actual game, as well as beginning the implementation of our art and GUI systems. This week was also filled with "Fine-Detail-Oriented" planning, to finalize how we want to handle each portion of our game from start to finish.
Emily: Emily busied herself on this second week with implementing the rocket launch mechanics. She was able to get the rocket actually launching from a test-screen, and had it cap at a certain height before turning and falling back to earth, ending the run. She is also working on player-prefs and other back-end mechanics, as well as establishing the ability to test the game on mobile.
Terry: Terry utilized the second week to continue flushing out the calculations he worked on over the Summer. Judging what checkpoint distances were important, listing where certain obstacles should appear in game, etc. He also worked on some back-end programming for some basic mechanics, and made sure that our shared GitHub was properly implemented with testing branches, and the master branch well controlled. He has also started making "pixel-perfect" art templates to assist our artist.
Harrison: Harrison spent the second week locating a source of sounds for the game. He located a website that offers monthly subscriptions for users, and allows full use of a wide array of sounds that can be downloaded and used as many times as needed for any purpose (including commercial). He began charting out sounds for download, and was able to make a nearly complete chart of the sounds that will be required for the full game. He has started slowly downloading assets that will be needed moving forward.
Nick: Nick spent his second week working on starting the GUI and getting the implementation locked-in. He made template art and started programming the menu-handling and touch response for navigating through the menus. This involved finalizing the layout of the menus and creating the buttons that will help the player navigate between screens. He decided to use a rotating button system, and wanted it positioned over a revolving earth (that also has touch reaction). He is hoping to have a working version of this soon.
Carson: Carson spent this week as he has many other, creating art for our game. He worked on rockets, meteorites, and other similar obstacles for the game. As a busy student, he is waiting to work on the GUI art until Terry provides the pixel-perfect reference art for him to draw-over. Until then, he continues to work on various space ships and other art assets that will become parts of our final product, as he has the time.
Progress since last update: This is the second update. In this week, we were able to work on developing our game in more depth. We started adding the mechanics that were already implemented into the back-end into the actual game, as well as beginning the implementation of our art and GUI systems. This week was also filled with "Fine-Detail-Oriented" planning, to finalize how we want to handle each portion of our game from start to finish.
Emily: Emily busied herself on this second week with implementing the rocket launch mechanics. She was able to get the rocket actually launching from a test-screen, and had it cap at a certain height before turning and falling back to earth, ending the run. She is also working on player-prefs and other back-end mechanics, as well as establishing the ability to test the game on mobile.
Terry: Terry utilized the second week to continue flushing out the calculations he worked on over the Summer. Judging what checkpoint distances were important, listing where certain obstacles should appear in game, etc. He also worked on some back-end programming for some basic mechanics, and made sure that our shared GitHub was properly implemented with testing branches, and the master branch well controlled. He has also started making "pixel-perfect" art templates to assist our artist.
Harrison: Harrison spent the second week locating a source of sounds for the game. He located a website that offers monthly subscriptions for users, and allows full use of a wide array of sounds that can be downloaded and used as many times as needed for any purpose (including commercial). He began charting out sounds for download, and was able to make a nearly complete chart of the sounds that will be required for the full game. He has started slowly downloading assets that will be needed moving forward.
Nick: Nick spent his second week working on starting the GUI and getting the implementation locked-in. He made template art and started programming the menu-handling and touch response for navigating through the menus. This involved finalizing the layout of the menus and creating the buttons that will help the player navigate between screens. He decided to use a rotating button system, and wanted it positioned over a revolving earth (that also has touch reaction). He is hoping to have a working version of this soon.
Carson: Carson spent this week as he has many other, creating art for our game. He worked on rockets, meteorites, and other similar obstacles for the game. As a busy student, he is waiting to work on the GUI art until Terry provides the pixel-perfect reference art for him to draw-over. Until then, he continues to work on various space ships and other art assets that will become parts of our final product, as he has the time.
The Beginning of the Semester! August 18th - 24th 2019
Progress since last update: This is the FIRST update! We created the bones of this game over the Summer of 2019, and are now prepared to finalize this during our Capstone class. Below is all of the work that different team members did during the Summer of 2019, that provided the starting point for the Fall 2019 semester.
Emily: Emily spent the Summer working on flushing out the basic mechanics of the game. From launching the rocket, to the basic touch-controls for the "game" portion of this app, Emily was building the skeleton of this game one bone at a time. Her steadfast work provided a wonderful foundation for us to start creating the game from.
Terry: Terry had a lot of fun calculating all sorts of things for the game this previous Summer. He calculated different heights for our various "tiers" of rocket, as well as helping lay the foundation of how the rockets will gain momentum. His work also included adding some bones to the skeleton of our game for later use, such as the progression of the background. His knowledge or rocketry and love of space helped make our planning process a breeze.
Harrison: Harrison started his Summer work by re-hauling this entire website. He changed the focus of the site from "Rumblin' Roumbas" to "KeySmash Studios" and added menu navigation to view all projects handled by our team. This includes the creation of a progress tracking section for "Blast Off!" Along with this, Harrison helped with the planning phase by sharing games with similar mechanics for comparison, as well as helping map out the potential menu ideas. Harrison is working to keep the progress updated on the website, so that the progression of our game can be viewed at any time.
Nick: Nick spent his Summer work hours flushing out his ideas for the games GUI, and planning how it should all come together. After helping with the planning sessions and deciding how the GUI should operate theoretically, Nick sprung into action hand-designing various rough-drafts of the separate menus. With each stage planned out in theory, he started this semester with a solid plan for how he will finalize our GUI to create an experience that is top-notch.
Carson: Carson started his Summer work with art, and has continued that grind tirelessly. He has drawn rockets, planets, menu items, obstacles, and every other aspect of our game! The Summer was focused on designing our first set of rockets, which helped us decide on a proper pixel-scale moving forward. Carson also helped us prepare a list of assets he will need to create, so that he can look to that list throughout the semester and slowly create all of the art assets that we need for our game.
Progress since last update: This is the FIRST update! We created the bones of this game over the Summer of 2019, and are now prepared to finalize this during our Capstone class. Below is all of the work that different team members did during the Summer of 2019, that provided the starting point for the Fall 2019 semester.
Emily: Emily spent the Summer working on flushing out the basic mechanics of the game. From launching the rocket, to the basic touch-controls for the "game" portion of this app, Emily was building the skeleton of this game one bone at a time. Her steadfast work provided a wonderful foundation for us to start creating the game from.
Terry: Terry had a lot of fun calculating all sorts of things for the game this previous Summer. He calculated different heights for our various "tiers" of rocket, as well as helping lay the foundation of how the rockets will gain momentum. His work also included adding some bones to the skeleton of our game for later use, such as the progression of the background. His knowledge or rocketry and love of space helped make our planning process a breeze.
Harrison: Harrison started his Summer work by re-hauling this entire website. He changed the focus of the site from "Rumblin' Roumbas" to "KeySmash Studios" and added menu navigation to view all projects handled by our team. This includes the creation of a progress tracking section for "Blast Off!" Along with this, Harrison helped with the planning phase by sharing games with similar mechanics for comparison, as well as helping map out the potential menu ideas. Harrison is working to keep the progress updated on the website, so that the progression of our game can be viewed at any time.
Nick: Nick spent his Summer work hours flushing out his ideas for the games GUI, and planning how it should all come together. After helping with the planning sessions and deciding how the GUI should operate theoretically, Nick sprung into action hand-designing various rough-drafts of the separate menus. With each stage planned out in theory, he started this semester with a solid plan for how he will finalize our GUI to create an experience that is top-notch.
Carson: Carson started his Summer work with art, and has continued that grind tirelessly. He has drawn rockets, planets, menu items, obstacles, and every other aspect of our game! The Summer was focused on designing our first set of rockets, which helped us decide on a proper pixel-scale moving forward. Carson also helped us prepare a list of assets he will need to create, so that he can look to that list throughout the semester and slowly create all of the art assets that we need for our game.