Thursday, January 27, 2011
WE'RE BACK BABY
Matt and I are back at reinventing the Emancipator! We're hoping by the time Interfaces rolls around we will have a demo build of the new and improved Emancipator! Stay tuned for the rebirth of the greatness.
Thursday, October 8, 2009
Welcome Aboard Josh
We have added a fourth member to help us out with Programming, Animation and Sprite Design
Post Mortem
Post Mortem
Process: The original process for The Emancipator was Matt would do the programming, Joe would do the all the art and Lance would animate and polish the game. This process would later change due to problems with curtain programs. After those problems occurred Matt would be Interface Designer and ultimately polish the game and level, Joe would keep his art position and Lance would be the lead programmer and animator.
What Went Wrong: Very few things for this project went wrong, the only problem that Team Proclamation had was delays with Matt's programming, since he tried to do it from scratch on short notice it would put the team behind a bit, this problem was easily solved when Lance whipped up some programming and saved the team. Also problems were had with Lincoln's jump animation, with two days of work and with the help from the instructor Alex the team was able to get back on track with the animation.
What Went Right: A lot of things went right here, Joe's artwork was flawless and flowed together perfectly with the scenery. It was perfect coordination by Team Proclamation that really made everything fall into place. What also went right was Proclamation's ability to debug the game. Since the idea of the game wasn't too ambitious the game was a lot kinder in the debugging stage.
Lessons Learned: The only real lesson that was learned is plan ahead in the programming stages and spend more time making sprites from 8bit to 16bit and also to update the blog more often than we did.
Process: The original process for The Emancipator was Matt would do the programming, Joe would do the all the art and Lance would animate and polish the game. This process would later change due to problems with curtain programs. After those problems occurred Matt would be Interface Designer and ultimately polish the game and level, Joe would keep his art position and Lance would be the lead programmer and animator.
What Went Wrong: Very few things for this project went wrong, the only problem that Team Proclamation had was delays with Matt's programming, since he tried to do it from scratch on short notice it would put the team behind a bit, this problem was easily solved when Lance whipped up some programming and saved the team. Also problems were had with Lincoln's jump animation, with two days of work and with the help from the instructor Alex the team was able to get back on track with the animation.
What Went Right: A lot of things went right here, Joe's artwork was flawless and flowed together perfectly with the scenery. It was perfect coordination by Team Proclamation that really made everything fall into place. What also went right was Proclamation's ability to debug the game. Since the idea of the game wasn't too ambitious the game was a lot kinder in the debugging stage.
Lessons Learned: The only real lesson that was learned is plan ahead in the programming stages and spend more time making sprites from 8bit to 16bit and also to update the blog more often than we did.
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