Blog Hours
This page contains my dev-blog information, where I break down my weekly hours, overall highlighting what I accomplished each week.
Continue reading to see how my hours are broken down.
Pre-Alpha 3--Mid-Pre-Beta 1 (March 8th, 2021 - March 21st, 2021)
Week 1: 9.5 Total Work Hours
*Mar. 8th - Monday: N/A
*Mar. 9th - Tuesday: N/A
*Mar. 10th - Wednesday: 2 Hours total, For this time I mainly made some upgrades to my website.
*Mar. 11th - Thursday: 4.5 Hours total,
For 1 hour I worked on the Dungeon Objective Research document and documentation for the 1st revamped Dungeon Objective.
For 2 hours I completed rough draft documentation on the 1st revamped Dungeon Objective and completed rough draft documentation on the 2nd revamped Dungeon Objective.
For 1.25 hours I had a Dungeon Objective brainstorming session to salvage the ending amidst the game's scope reductions.
For .25 hours I created the Dungeon Objective Cheat Sheet, which got featured for the week! It was made this quickly because of the hours of brainstorming that had occurred prior to its creation.
*Mar. 12th - Friday: N/A
*Mar. 13th - Saturday: 2 Hours total,
For 1 hour I worked on the 1st Dungeon Objective Design again.
For 1 hour I worked on the 2nd Dungeon Objective Design again.
*Mar. 14th - Sunday: 1 Hour total, For 1 hour I attended the WolverineSoft weekly meeting, the Level-Design Pod, and the Game Design weekly discussion.
Also my Dungeon Objective Cheat Sheet got featured in the Design Department slide for the week!
Week 2: 6 Total Work Hours
*Mar. 15th - Monday: 1 Hour total,
For 1 hour I had a level-design meeting with Game Design Director Brandon Schulz and Manuel Guzman.
*Mar. 16th - Tuesday: 1.25 Hours total,
For 1.25 hours I attended an industry playtesting session with one of WolverineSoft Studio's advisors, a professional in the industry named Apoorva Bansal.
*Mar. 17th - Wednesday: N/A
*Mar. 18th - Thursday: 1.25 Hours total,
For 45 minutes I attended a Game-Design meeting going over designers' thoughts on the game thus far.
For 30 minutes Programming Director Nigel Charleston helped me setup the game on my computer and we had a mini-discussion on design stuff we noticed about the game.
*Mar. 19th - Friday: N/A
*Mar. 20th - Saturday: N/A
*Mar. 21st - Sunday: 2.5 Hours total,
For 1 hour I attended the WolverineSoft weekly meeting, had a quick pod meeting with the level-design pod, attend the Game Design weekly discussion, and had a quick chat with Game Design Director Brandon Schulz afterwards.
For 30 minutes I conducted some playtesting of my own.
For 1 hour I created a Defaults/Non-Defaults Google Doc, talked with teammates about game features, and playtested some more.
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BUGS AND PROBLEMS ENCOUNTERED: *Problem: Due to Scope Limitations, Have to Re-Design Dungeon Objective Designs and Plans Again *Problem: Balancing other University of Michigan Extracurriculars with Game Design Time *Problem: Over-commitment (occasionally I communicated that I would do something and then didn't or did so late, under-estimating the workload I had during these weeks) TIME MANAGEMENT STRATEGIES USED: *More distribution of work throughout week *Getting help when I needed it (getting the playtesting setup on my computer) *New documentation organization strategies (with the Dungeon Objective Cheat Sheet, I didn't overthink it, I just did it) SUCCESSFUL TASKS: *Dungeon Objective Cheat Sheet (Nailed it! Super straightforward and concise) *Revamped Dungeon Objective Documentation (These all had similar style, feel, and in my opinion were very well designed) *Overall maintaining University of Michigan grades and getting a lot done with WolverineSoft Studio despite some big time commitments with other extracurriculars and homework. UNSUCCESSFUL TIME INVESTMENTS: *The Revamped Dungeon Objective Designs (they were great, yet due to more scope reductions these also ultimately are scrapped) *Lack of time spent on HTML tutorials (still have much to learn with using HTML) *I still overall don't feel like too much of my time was wasted, if anything I wish I had put more time into the project during this sprint STRATEGIES FOR IMPROVING IN FUTURE SPRINTS: *Distributing time more evenly throughout the week while putting in more time per time spent on Game Design *Using more time going over tutorials (specifically for HTML, as most of my work is design-focused, thus I don't need to worry as much with Unity at the moment) *Using more time to research ideas (I should've done more research in this sprint) *Continuing to format this website, continuously updating Blog Post formats, especially on recording videos of game development/progress *Still on learning more about Documentation styles, glad to see some of my work continuing to be featured for the Design Department *Spend some of my Sprint time polishing my blog posts from the past.