Development Blog 3
Green light presentations have concluded and the choice was made to let Hero Fodder move on. we still have a smaller team than the others in our class but it really works out with our style of work and meetings.
Not everything has been sunshine and roses. our onboarding sprint was rough to put it lightly. Two computers broke at the beginning of the sprint, causing the work to be much more heavily back loaded than we would want for a sprint. This also caused friction between the new members because they saw the struggles that the team was having with technology and the new meeting schedule and were rightfully worried about whether or not the team could really create a vertical slice with the time constraints. It seems that we cleared up the worries by the end of the sprint but it still worries everyone with the amount of catchup that we need to do.
As the sole sound designer I decided to take the risk and restructure my work pipeline. Instead of working directly with Unity’s audio engine to get my work implemented I decided to integrate Wwise into our project. After a lot of struggles initially I managed to get the middleware client to get along with our project, and its been smooth sailing since. I was able to reintegrate all the audio I stripped from the prototype in a little under an hour. usually with all the audio component organization and programming it would take me an entire sprint to get the work done. I am very happy with the choice I made to get Wwise into our project and I fully believe that it will lead to positives all around.
The other disciplines haven’t had too much trouble integrating with our new team. We didn’t get a new designer, but he still decided to take a more active role in UI design and assisting our programming with implementing the sound. Our new producer and old producer get along very well(they are roommates after all) and the two of them have come together to ensure we test every week to always stay up to date on bug and balance issues. the two artists have had a little more trouble, our original artist was overwhelmed with other work and needed to take a step back from our development which caused a little friction, but in the end they still met up about meshing art styles and get along quite well now.
- Ian