Now that production is finished and teams for next year have been set up it’s a good time to look forward. My initial team for next year is competent and has another programmer, however they were also a production 1 team for the full semester. This leaves me as a bit of an outsider coming …
Month: April 2019
What Went Right? Communication with the programming team was good Implemented multi scene loading, drifting, and speed surfaces Finished the game without crunching during the last week I got to spend some time trying to figure out graphics programming in Unity We used Gitflow fairly successfully Multi Scene Loading worked great and avoided a lot …
We went to the Champlain Games Festival to demo our game about three weeks before the final build was due. This ended up being awesome because it was fun and for the networking opportunities. However the biggest impact was having a fake deadline to motivate everyone. CGF was great because it provided positive and negative …
I learned about multi scene loading in Unity while studying abroad in Montreal and it’s amazing. It’s nice on a solo project, but essential in a team project and pretty easy to implement. You can check out the script we used here. Some sort of multi scene architecture is essential because handling unity scene merge …
We tried to follow Vincent Driessen’s Gitflow model to clean up the repository and let everyone work in parallel. It’s made super easy with GitKraken which has a gitflow plugin available and is just generally awesome. However we of course ran into some problems using gitflow for the first time. The things we did right …