Teamwork

One of the most difficult things in working with a group is communication. There are many gears turning in the machine of success. Understanding your role in making sure things run smoothly is only part of the machine. Another crucial element is to rely on and trust that your group members are doing their part while you do yours.

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Missing two, but here’s most of the team at SGX.16!

Twelve of us have been working on this game for the last nine months and we have had to learn how to work with people that have different personalities and skillsets. We have been using a server that allows us all to work on the game on different computers and whenever we make changes, everyone else receives these updates on their computer. In general, only one person can be in one scene of the project at a time. Otherwise, when two people go to commit their changes to the server in the same scene, one person will lose everything they just worked on. Almost everyone working in the build has had their stuff overwritten at least once during the course of the project. It is usually a very frustrating and disheartening event. However, this caused us to come up with better ways of communication and brought us to using a check-out system.

Our game ended up having quite a few mechanics which caused more bugs than we were expecting including game-breaking bugs. The last couple of weeks mostly consisted of the programmers fixing hundreds of bugs, while the artists worked on bug testing, promoting the game, and polishing the art inside of the game. This also ended up being the most important time for communication and support. When critiquing parts of the game that need to be tweaked, fixed, or removed, it is important to focus on constructive feedback about the game and not focus on problems that someone may have with the person who created it. On the other side, while being critiqued, it is important not to take things personally. Everyone wants the game to be the best it can be and someone else may see issues that you can’t. Staring at one thing for too long tends to give us tunnel vision and we oftentimes need a second opinion on how well something works. Take responsibility for your work and take initiative when offered new tasks. Don’t be that person who constantly makes excuses as to why you can’t complete something and don’t blame others for something that you did. Everyone is in it together which means we all have to be team-players.

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Bug testing

This whole process of creating a game with a fairly large team has been a great learning experience. It has taught us all what is required to succeed in creating a large-scale project. We have learned that you might not like everyone on the team, but it is still very possible to get along with and work with them. Overall, we’ve had a great time making this game and have developed many important life-skills along the way.

Stout Game Expo 2016

Stout Game Expo

The semester is drawing to a close, and with it, our production of Building 37. Everything we’ve been working of for the last year is coming together, and at the Stout Game Expo (SGX), we will be showing off our game to the public for the first time. It is at this event that all game design students can show off the games they have been working hard on. Each group will have several computers set aside for anyone who wants the play the game.

As a team, SGX has been our end goal. It is where our friends and family, as well as people from both Stout and the community, can come and play our game.  It is our deadline for which we must have the game done and polished, and while the programmers have been busy squashing all the bugs that pop up, the artists have been hard at work putting together additional materials for both SGX and release. We have a launch trailer and posters to help advertise the game, and for the expo, we have pins, stickers, and postcards to give away to those who play our game. We have worked so hard this year, and now is our chance to show the public just what we have accomplished.

After the Stout Game Expo, we also will be showing off our game at the senior show. This event will go much like SGX, but will reach a different crowd of people. We have also entered our game at Glitchcon, which is April 29th and 30th. in the Minnecade. We are looking to enter the game in different game conferences such as Indicade and IGF (Independent Games Festival). After that, we’ll be making the finishing touches on the game before we release it online for anyone and everyone to play. It’ll be available for both Windows and Mac on Gamejolt and Itch.io.

On Wednesday, April 27th , Building 37 will be playable at The Spring 2016 Stout Game Expo from 6 PM – 9 PM in the Memorial Student Center.  If you can, stop by and play the game for yourself!

Game Launch

Sprint 8: Attack of the Crunch Time

Hello everyone! As we finish off the final week Two Hat games has continued to be in crunch time mode, meaning most of us are losing sleep and drinking way too much coffee. It has truly come down to the point where I can’t tell if the drain is swirling or we are swirling the drain. In this final week before our last build is due to Professor/producer Dave Beck things have really come down to the wire. Everything has now come to a head and we are looking down the barrel of an incredibly stressful week. The stakes are high as an entire feature may be cut if it cannot be fixed in the next two days.

 

Our war with the twine board mechanic has reached D-day as our programmers focus all their energy into trying to get it to an acceptable state. This feature has been continuously reworked and redesigned throughout the semester as play testing proved time and time again that it was not an enjoyable part of the game for most players. In an effort to keep the game feeling more like an investigation and less like a walk through we have fought not to cut this feature. By making tweaks to the content and UI we have managed to change the board from walls of uninteresting text, to a word matching mini-puzzle. However, in this process of last minute changes we have hit a few snags that may not be fixed in time. Our goal is to produce a game that seems polished and complete. If we are to hit this goal the twine board must be finished. If we can’t get that to happen we are going to have to cut it. For now you will just have to stay tuned to find out if our  last ditch efforts go to waste or if they will be enough to keep the board.

 

So as I mentioned before we have hit Crunch Time, this is a natural part of everyone’s semester but for most of us it is amplified this time around because this is our final semester before we join the real world. We want to make this project the best it can be seeing as it is a reflection of all the time, blood, sweat, and tears we spent learning and developing our skills here. This amplified crunch time has made all of our mistakes from previously in the semester really stand out. It is easy to look back and say” Man we really should have done it that way.” Or “Why didn’t we see this coming?” The great thing about this though is it shows us what we have learned. It may have been learned the hard way but now we know for our next game/project how to work smarter and do things better. When you think about it, that is the policy here at Stout, we learn by doing. We learn by getting our hands dirty and trying to accomplish something we have never done before. We can all leave this place with the experience of having seen a 3D game project through from start to finish. As Thomas Watson (founder of IBM) Said “The way to succeed is to double your failure rate.” Knowing what doesn’t work and why is just as important as knowing what does.

The build we produce on the 18th will be not be our final public release, it will how ever be the build Professor Beck will be evaluating us on. April 27th is our projected public release date. Building 37 will be playable at The Spring 2016 Stout Game Expo (SGX) Wednesday, April 27 at 6 PM – 9 PM in the Memorial Student Center. It will also be available for Mac and PC on Gamejolt and Itch.io. There will be a second opportunity to come play with the developers at Glitchcon 2016 the following weekend (April 29th and 30th.) in the Minnecade.

I’ll leave you with some final eye candy before you can explore the game yourself.

Cheers,

Environment Artist and PR Manager

Alex Dvorak

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Bloopers and Easter Eggs

Hello Dear Reader,

Two Hat Games is officially in crunch time according to Professor Dave. ‘Crunch Time’ is something like a final alarm in the midst of an impending Tsunami.  We have two weeks to finish the game, squash all bugs, polish any visual errors, stay hydrated, etc.  We, the artists, are putting all of our faith in our programmers and hoping that we end the year with a fun, enjoyable game.

In order to retain our ‘crunch time’ sanity we decided to compile a few bloopers (or bugs if we’re being realistic) that won’t be in the final build!

Despite what you may be thinking based on the video, we do most things intentionally.  There are 3 Senior Game Design Classes this year and around 5 different games.  We collaborated with a few of the the other teams and placed some of their assets in our game as Easter eggs.

We hope to see you playing the game in May! Our game will be available on itch.io and Gamejolt.

If you’re in the UW-Stout area, stop by the Stout Game Expo and play on April 27 in the MSC  6pm – 9pm.

Game Launch 2016 Site

Truly yours ❤

Alyssa

Giving the Game Some Feeling

Trying to find the right audio for the right spot is something that I like to do and something that I feel was not getting done as efficiently as I wanted it to.  I needed to come up with some way to help into the right frame of mind while trying to figure out what sounds fit and with the help of Adam, I realized I needed to use the maps we have made for each of the levels.  These maps, or floor plans, have helped me start thinking and figuring out what needs to go where so that there is always something there to hear, not just dead silence.

Here is an example of what I have been doing:

 

While it really is not anything too special except writing on a map, it allows me to have some structure on how I am setting things up and getting the correct sounds that we need to make this game feel right and complete.

A game can have truly amazing mechanics and it can play really well, however if you don’t have sound or correct sounds a lot of people will not truly enjoy the game as much as they would like to.

Having the correctly placed sound effect or 3-D sound allows the player to become more immersed in the game.  The whole goal is not necessarily to get the player to hear every different sound, but to have those sounds be played naturally so that you get the sense of space and surroundings.  An example of that, would be you move from one light to another that slight buzz as you get underneath the light just adds to the realism of the game.

 

Here are some of the trimmed sound effects that we are implementing into the game:

 

 

It has been a long process but changing the workflow and having my attention focused strictly to audio and making the game come to life, have me on a great path to the final build of this game.  Building 37.