Now that we've finished creating our board games, we've returned to using 3DS-Max, a program we haven't used in class since last year. The program has updated, not changing much other than a few graphical things on the interface, so it was pretty much just relearning the program that we had used before. Now though, we are learning new skills like rigging models for animation with realistic bone systems (realistic in how they move, not necessarily in appearance).
I was actually pretty surprised at how easy it was to pick up 3DS-Max again, since the last time I touched it was over the summer in order to make a crappy animation as a joke. I had forgotten most of the keyboard shortcuts and some navigational tools, but after a little messing around and asking others, I think I've figured most of it out. The new material that we're learning is very difficult for me, though on Friday I was starting to understand the basics, and just need to keep working at it. I think I will be able to figure it out eventually.
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We're nearing the end of our board game production. We have one more week to bring everything together into a (somewhat at least) cohesive game. Making a game is hard. It takes a lot of work to make every single piece of a game. If teamwork isn't your thing then I would not recommend game making because it relies heavily on that. That being said, teamwork isn't really my strongest suit either seeing as I often get frustrated at other group members even for little things, so making this game has been a real challenge. As I mentioned above, teamwork has been a big problem for me. I've been realizing that I've done a poor job of communicating my thoughts as well as making sure I understand everyone else's thoughts, especially since I am the team lead. I need to learn to ask more questions, get specifics, and monitor things a bit more closely. Work wise, I struggle a lot with design layouts for things such as ads and instructions. So far, I am happy with how these documents are turning out, but it takes me a lot of time and experimentation to get them right, the kind of time and energy I'm not sure I'll be able to afford over the next week if we're out for snow many days. White space and balance are two things I really need to work on in my design. I unfortunately forgot to download the ads (which are much prettier than the work I do have) I made for the game, but I have pictures of some of the graphics that will be included in the instructions, which is currently a work in progress. The communication issue isn't only my fault though. As a team, we are all not the greatest at all staying on the same page. For instance, our player pieces ended up much bigger than the board spaces, meaning extra work to try to balance this out. I would also say that we are all dreamers and not very practical with our ideas, so I am a little concerned about our group finishing by the deadline. Our cards were originally going to have the elemental symbol in the middle of the card be cut out, but due to lack of time, I think that idea will have to be scrapped. I am very nervous about how the game will come together, and scared that due to miscommunication, my instructions won't match up with the game pieces at all, making the game unplayable. I actually also have very little idea of what my group members actually have accomplished. One of them has been good about checking off things they have done, but I have not seen many of the finished products from either of them, which- call me paranoid, but- makes me worry a little bit. I feel like it's almost too late to fix the communication/ unity issues within our group at this point, so I'm just hoping that we have most of this week to pull it all together and hopefully create a decent game. Wish us luck.
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
February 2020
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