The preparatory presentation went smoothly. Voices could be a little louder for our audience to hear, and slide-to-slide format needs to match a little better. Let us not go out of our way to point out our weaknesses during a presentation. Our audience says they would not have even known something was wrong.
The game presentation was another story. Although I was devastated and upset at the time from nothing working, I now realize that this is not bad for an *ALPHA* presentation. As you all know from your studies in class, (yes?), an alpha build is playable from start to finish, but lacks luster and possible functionality. As I said the week before, I would not be promising any of the new changes in time for this "beta" presentation.
Every single asset I received, besides the audio clips I got from James, had at least one problem or another with it. At least Anthony had done his ON TIME, so that he could make most of the necessary corrections. None of the other MovieClips had stops on them, and just fell through to the other animations.
As for the level, it was more complete than before. However, it was still basically a drawing with a few assets in there, such as crates, spikes, and buttons. There were no collisions whatsoever, so I had to waste time putting them in to present.
I explained what I had needed verbally, then went out of my way to document it out. I do not think anyone who was turning in these type of assets was even looking at these documents. I cannot be getting half-assed work from you guys. This is an important project that we are supposed to present to professionals in our proposed future field. I need to first focus on my own work, the work that no one else can do. Only after that, can I afford to pick up slack from other people, or we will not have a game that works. I promise I will do my best.
No comments:
Post a Comment