Game Dev Adventures!

Game Projects I: Week 7 — Art/Script Issues

When I made the ghosts last week I made them with rectangular prisms. Getting them to behave correctly when I got cool transparent art from my artists was a bit of a mess. A lot of the rotations on the cars and track were messed up and it took me several working hours with Shane, my artists, and Binoy, my fellow engineer, before I got it working with Shane’s art and my, now edited scripts. I couldn’t go through and edit any of the player ones because they were far too complicated compared to my ghost ones, so that’s why I chose to edit mine. While I was at it, though it wasn’t essential to gameplay, I also removed player1’s ghost from player1’s view. It really wasn’t essential, but I kept getting comments out so it was important to the player. I also toyed with only showing the ghost when the other player was only so far away. It made it harder to script and sometimes it didn’t feel right. I ended up confusing myself multiple times as well and had to call others over to ensure I was doing it right. I don’t think I explained before, but we made the game a two player game with one player on the split screen on top and the other on bottom. I might have made a little more sense to split the screen vertically, but I probably would have gotten confused anyway. In play tests it was really fun to play and watch others play. The ghosts definitely added the fun. When they weren’t there it wasn’t nearly as fun to play.

Binoy had to tough job of writing the flip turns. He’s great to work with. While we tried to figure out our own issues we sent each other links and talked over ideas. I was always glad I didn’t have to do the flip turns until I remembered I had to do the ghosts.

However, I don’t like calling them ghosts. It bothered me from the beginning to call them that. I suggested “ripples” which I didn’t like, but it better explained what hey represented. When you tell a racing gamer you have ghosts in your game they have a very particular idea of what that is. I began petitioning for a name change. Owen was really sold on Ghosts already so I decided to continue just dropping hints of changing it since I hadn’t really come up with a good name anyway.

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Cool Stuff!, Game Dev Adventures!

Game Projects I: Week 6 — GHOSTS!

Being sick over the weekend I was seriously panicking. I had no idea how I was going to write the ghosts.

The problem with the ghosts is that there position is dynamic: depending on input from the player for different parts of their positioning, and then they have to find the track.

For instance: let’s do the ghost for player one.

So player one is at

  • p1=(x,y,z) and rotation r1= (x,y,z).

Player two is at

  • p2=(x,y,z) and rotation r2= (x,y,z).

For ghost one (the ghost for player one), we need determine AT RUN TIME the following:

  • g_p1 = (x, y, z), and g_r2 = (x,y,z)

Problem Rotation: we wanted the ghost to mimic the rotational movements of the player. So if they were moving left, right, or had flipped over, we wanted to show that on the track.

Solution Rotation: So rotation, in 2D space, should be g_r2 = r1 for x and y. We don’t have to worry about z rotation because the road is flat (we’re not in 3 space). Only you do want to show when a player crashes, so z rotation of player1 does matter. Aye, aye, aye. I just assigned g_r2 = r1 in 2D space for now, but this became a major issue in 3D space.

Problem Position: The position of the ghost should somehow measure the distance that player1 has traveled on the path player2 is on if he’d taken the same path as player2.

Problem Metric: How do you measure the metric and what should the metric be?

I had several long conversations about what the metric would be with many different people many different times. In fact, in two different talks with the professors we talked ourselves around to the others ideas, which left me back at square one. What is the metric. Here were all the ideas I thought of and considered. The ones I thought would work the best were from start to current, or relative closest behind.

  • The ideas ranged from
  • Measuring the distance traveled from the beginning to the current position (easy)
  • Measuring a relative distance to the other player by measuring backwards to the closest fork and finding the best path
  • Measuring the best, worst, or average distance to the end.
  • Use some type of displacement

Solution z-position: For this I called in help from a friend. Ben Driggs came over late and we discussed the issue. Since the race I was making happens mostly in 2-space he suggested making the metric the displacement in z. Not a true measure of distance, but a place to start!

Problem Position x,y: While this gave a resolution to the z problem, it didn’t solve x and y. I didn’t have a lot of time to figure something complicated out, and since player2 is the one that needs to see the ghost I slapped on the ghost’s x,y as determined by player2. This meant that effectively player1’s ghost “floated” in space (the backdrop of the race was in the air!), but it gave an excellent place to start for play testing to see if the ghosts were fun at all.

So to sum up:

  • g_r1 = r1
  • g_p1 = (r2.x, r2.y, r1.z)

We also had the art added in with arrows, landmarks, and a finish post. It made the race super fun. We found that having the ghosts on the path with us did provide that head-to-head feeling of having other racers with you and still allowed for you to choose the path you wanted to go on. So the demo was a success.

Game Dev Adventures!

Game Projects I: Week 5 — 1st Playable

Not much to discuss this week really. We got up a working raceable game in multiple 2D paths. (I pitched the idea last week to keep it 2D to make the ghost NPC simpler to write in the next sprint.)

Through play tests we quickly realized why racing games have start and finish lines, land marks, and arrows on the road. Without them you’re only point of reference is the car beside you. Because everything else looks the same, regardless of the speed you’re going it feels like you aren’t moving, if you get turned around you don’t know which way is what, and you quickly get bored because you just don’t know. In the next sprint we knew we had to add these points of reference.

I got sick again Thursday through Saturday. I’ve been having some stomach problems, so I spent most of the rest of the week in bed.

Game Dev Adventures!

Game Projects I: Week 4 — Prototypes Begin!

This week we began work on the prototype. The game I am working on is Ragwheel, a racing game. Our thesis question is, “How can you maintain a head to head racing feeling with multiple paths?”

It was interesting because we had the basis of racing games that we could pull from that we needed to set up, but there are very interesting art, engineering, and design challenges that will probably take us through the entire prototype to really nail down:

  1. Track design: this is a multiple paths question. Do we have multiple endings, do we add in obstacles, should parts of the track be random, how do we do randomness well?
  2. Ghosts: these represent the relative position of your opponents if they had chosen the same path as you. The issues here are: what kind of interactions do the ghosts have with the players, how does the jumping (if you lock onto a player’s ghost for so long and then they or you take a shorter or longer path, both cars get jumped) work, are ghosts fun, what paths do we put them on, how do we calculate where they should go, etc.
  3. Flip turns: these literally, or figuratively?, flip you to the underside of the track. Their purpose is an interesting way to create multiple paths. The challenges here are how to design the track with flip turns, how to manage gravity (especially during the flip), what to do about car’s momentum and speed during and after a flip (and other physics considerations), how a flip is triggered, what about cars that don’t want to flip, what kind of flips are there, do we animate the flip turns or do it real time?

It took us practically the entire day on Tuesday to get far enough along for me to feel like I knew where we should start. As flip turns don’t answer the question of the thesis but are just an extension of how we can create multiple paths, and where we weren’t even sure if the ghosts would be fun, I pitched making a really simple 2D track with no flip turns (because of all the aforementioned issues with those), to test whether or not the ghosts were feasible and fun. The team agreed and we started on that. Flip turns then took a third priority to ghosts, and just getting a basic racing game down with a 2D multiple paths track became our first sprint and what we worked on for the week.

Game Dev Adventures!

Game Projects I: Week 3 — from Five to Three to Two

From Five to Three

On Tuesday we narrowed our five games to three. Then we beefed up our game docs for those three games. I worked on all the game docs. Sean and I worked on Perfectly Panicked and he told me that this was the game that he really wanted to make. Later I read through the Make a Man Thinketh for Dayna, who did the bulk of the work beefing that document up. Shane asked me to help him define the features in the Ragwheel game and then Owen asked for input from the engineers for the potential engineering obstacles. As I started thinking about all the potential engineering obstacles several came to mind. I took it from the two vague points mentioned and made it ten and very detailed. I even had to make the font smaller to make it all fit on the page. It actually started to get me excited to work on overcoming those challenges, though my heart was still tied to Perfectly Panicked, especially with Shane and Sean wanting to work on it with me.

The idea behind this was to narrow it from three to two and then to prototype two fo the games. When the prototypes are completed and industry panel is going to give us feedback. From there we will choose to stay with the two for a little longer, or will eliminate one of the games. One or both of the two will be our masters thesis.

From Three to Two

On Thursday we met with our professors about our three games and they gave us input. They told us there wasn’t any of the three games that they didn’t see doing well in IGF (which is the goal), and that wouldn’t work for our master’s thesis. This didn’t help us much.

It took quite a bit of a discussion to narrow it to two games from there. The team was split. The engineers in particular had issues as two of the engineers would vote one way if a certain game got picked and another if it didn’t. Shane was going to remove himself from the vote since he’d be working on both games regardless only his vote was for my Perfectly Panicked game and even those that gained the upperhand didn’t agree.

Beforehand I had spoken with Sean and Shane and they had agreed to make Perfectly Panicked with me regardless of what the team decided. Both were invested and interested. So as the team “bickered” about what to do, I made the decision to remove my Perfectly Panicked game from the team.

We then needed to split our group of ten into two groups working on the games. I had told everyone from the beginning that I didn’t want to work on a racecar game, but Hailin and Dayna wanted very much to work on the Make a Man Thinketh game. Binoy immediately said he’d work on Ragwheel and then, seeing how much Dayna and Hailin wanted to do Make a Man Thinketh, I volunteered to do the Ragwheel game. Race car games have a lot of interesting mathematics. Also, I remembered something Owen had said a week previously when I told him that I saw his idea and thought it was innovative but that I didn’t really like race car games. He told me he didn’t like them either and that’s why he came up with the idea for Ragwheel, a racing game he’d enjoy. I wanted to take on that challenge myself and so joined the racing team. I think it was what was best for the team with my math background to work on the racing game, and I’m a team player too. I could tell my teammates really wanted to work on Make a Man Thinketh. I think they’ll do a great job.

Some people got worried though (as I had let everyone know from the beginning that I didn’t like racecar games) that I wouldn’t work as hard on the racing game. However, while I’d expressed I didn’t like racing games, from the beginning I had also told everyone that I thought the features Owen had added were innovative and that I would support the team in whatever they decided. I’m a team player too: I want to do what is not only best for the team for engineering purposes, but that will also make the team happy. It made me upset that people weren’t supporting me in my decision to work on the racing game. I expressed these points to Owen later, after projets class and the discussion of who would work on what was ongoing. He was one of the people that were concerned, but after this talk he understood where I was coming from. He then told me that he was actually secretly hoping that I would work on the racecar game (because of my math background and the thought I’d put into the engineering obstacles). Owen then spoke with everyone else and settled the groups.

And so I am making a racing game. I’m going to make it fun. 🙂

Game Dev Adventures!

Game Projects I: Week 2 — 100 to 5

Over the weekend I had lots of conversations with team members about whether or not we should stick together. The general consensus was we wanted to stay together and as the artist and engineers felt we could do the work, most of the producers stood behind us. We were also able to recruit a fourth engineer. I let the team know that I’d sell staying together to the professors since we agreed to stay together, so I did. This saved other teams from being broken up and our awesome team got to stay together. Yeah!

This week we took our 100 game ideas to five and began to define those five. One of these five games will be our thesis project, so… no pressure.

I love how organized our team is. On Tuesday right after our morning stand up (and I sold our team as is to the professors) we decided how to par down our 100+ game ideas to five: each person was to pick their top five and rank them, then we would pitch them to the team. We started to work on ranking our own games when Jose and Bob called us over. They told us to have each team member pitch 10 of the ideas to four other people in the class. So while other teams had to figure out how to manage who should pitch what, our team took a ten second meeting to confirm that we would just pitch our own games, and then had to wait three-five minutes while the other teams organized themselves. I love my team.

After pitching to classmates games I thought would be picked got demoted and games I didn’t think much of got promoted. It was great feedback. We then ranked our games and pitched our top four to the team. I was really proud because three of the five games were ideas** or hybrids* of my ideas. We had: Ragwheel, Perfectly Panicked**, Living Room Lava puzzler*, Make a Man Thinketh*, and Invisible Avatar. We then had a day and a half to create six page game design docs for each game. I worked with Shane and a bit with Sean, on the Perfectly Panicked game doc. Shane really helped me flesh out what the game would look like. In discussion with Sean we were able to figure out how we would manage the transitions. It really got me really excited for the game. Thursday we pitched our games based on our game ideas. I got great feedback about the pitch I gave for Perfectly Panicked. It not only had an interesting mechanic, but it also had an interesting narrative concept. There weren’t any of the games that we pitched that I’d mind working on though.

Armadillo Smash N' Roll!, Game Dev Adventures!, Helping Hand

Game Proto-Publishable 4, Week 5 — Submitting for Certification

We did a LOT of work on this game and it was fun to see it all come together with all the work and additions that we did after the post-mortem. Gagan, Robert, Brad, and I put in a TON of hours to get it done over the weekend.

StartBG_sample
The buttons have been updated from this screenshot. They’re very snazzy now. They’re rounded and gray, and on hover they are a very cool orange.

I added in the “real” UI complete with feedback buttons (complete with a form that sends us an email!), replay, next map, and a “How to Play” screen. Robert did all the art, though occasionally Gagan helped me pull out assets from Robert’s art.

HowToPlay

We built all the levels, got the colors down for the overhead map, I got someone to play test the first level so we could decide on the amount of time, got rid of actor mesh, IO (by removing it since our game isn’t currently dependent on it), and many, many more errors.

Gagan, Brad and I stayed in the game lab til 4AM Saturday night to get it done and submitted. Around 1:30am they started saying let’s just come back, but I knew I wasn’t coming back (especially cause we would have just spent more and more time on it), so we stayed. It was fun and painful all at the same time!

At one point I just needed the master and Gagan and Brad needed a break. So while I was busy working, they made paper planes and had a competition. 🙂

But we got it all built and submitted. Yeah!

FirstImage_1024

On Monday I had several people asking me how to build and submit to Windows8 so I sent my notes to self on the process the whole cohort. I told them to tell me if there was anything wrong, since they were just my notes to me, and I know people used them because two of the producers added notes to mine. I’m glad I could turn it around and help out my cohorts.

Hailin also asked me in the lab to help her out with building. Her team depends on IO (they read in the narrative to output to screen), so we did some research together on that. From what we found it is going to be a lot of work on her part to get it to standard with Windows 8. Windows 8 is a bit of a pain to work with. It is very particular and the notes on how to post to the store and the requirements, especially with libraries, and with Unity, etc. are all over the place, and sometimes extremely hard to find, if you can find them at all.

And so, I have attached my notes on how to build from Unity to Visual Studio 2013, to the Win8 store. I don’t know everything you have to do for certification, but I do know how to get it built at least.

If you use the notes and find anything wrong, some important details that have been left out, or a better way, please let me know in the comments below!

Deploying a Game from Unity to Windows 8 Store Notes

Submitted!

Brad called me late Tuesday (yesterday as I write this) to ask me my opinion on what to put for description and notes to testers for the certification submission. We got Casey involved in editing and it turned out very nice, and Brad submitted!

Thank goodness Brad figured all that stuff out! And Casey has been busy on making a website and media pages for our game. So grateful for my producers!

Oh no!

Brad called me early Wednesday morning (or today as I write this) to let me know we’d failed certification but it didn’t look like a lot of errors. The big one was it wasn’t working with touch as we anticipated. This was a hard thing to test because my team only got the tablet for a few minutes at a time and most of the time I “had” it I was sharing it with other teams who were trying to figure out the deployment to tablet. Once that got figured out I didn’t see the tablet again! I did have my laptop which rotates into a tablet, but it isn’t a true tablet because it’s still behaves like the real PC it is, so the touch on my computer doesn’t work like it does on a tablet, which is why it didn’t work for the Win8 Store testers like we’d hoped.

However, Microsoft donated three tablets to our lab. They only came in yesterday, but it is going to be a big help to at least my team. Hopefully they have accelerometers!

There is more to this story that has yet to have happened. We’re going to do whatever we need to do to get this published, but first Gagan and I have to finish our monster final C++ assignment that’s due Friday. We have to write a memory manager! Despite it being Wednesday, I don’t know how much I’ll be able to get done. It took Joe, our professor, eight hours to program his. We don’t have to have ours working (accept for alloc and free), but the more we have done the better our grade, and he’ll also be looking over our other code which I know I want to beef up a bit. Lots to do! I’ll probably spend the rest of today and all of Thursday and Friday up to the due time (midnight Friday) working on it. I know Gagan will be doing the same.

Stay tuned…

Armadillo Smash N' Roll!, Game Dev Adventures!, Helping Hand

Game Proto-Publishable 4, Week 4 — Build and Present

Side-loading on the tablet

The biggest issue this week was figuring out the build for the tablet, and then the store…

In this I have to give another shout out to my fellow class mates. Nathan originally had figured out how to do a win8 build, but he hadn’t actually side-loaded it, like we’d all assumed at the beginning because that’s what his producer told us. But it got me started with the tools I needed: Unity, Visual Studio 2013, and the inital build setting option. Sidd B. and Vinod really helped me get the build from Unity to Visual Studio 2013 without any errors. Sean, Abhishek, and I tried for quite some time to get the Visual Studio Remote Machine debug to work,and I believe a couple others tried as well, but it just didn’t want to budge. However Tony was able to figure out how to just side load it onto the tablet and then showed Sean who then showed me. PHEW!! It took us til Wednesday 11pm to get it all figured out.

Just in time

My team stayed even later that Wednesday as Gagan continued to work out bugs in the movement and I finally got us a semi-working menu screen just in time to take a video and get it off to Casey for the presentation.

Oh, and I can’t remember if I mentioned it last week, but Robert figured out why the 3D text was blurry, (the default image size is SUPER small so it’s always blurry unless you make the default image size bigger), and fixed it. Took him five seconds. He’s a genius.

Both 2

The presentation

Casey did another great job on the presentation and the game was well received. Most of the feedback we received was already incorporated, or was going to be incorporated into the game, so we didn’t worry too much about that.

All the teams received feedback that they wanted to incorporate into their games so Brad, our amazing producer, got us all an extension through Tuesday! Go Brad!

Post-Mortem

It felt a little strange to do a post-mortem when we knew we weren’t actually done with the game. Especially since right after we were done writing up our postmortem time-line with the good and the bad, we flipped the whiteboard around and started writing out a final to do list!

 

Post_Mortem

Post_postmortem_ToDo

I love this team.

The bad

I’m going to change things up this time because honestly, there isn’t that much bad to talk about. Lots of bugs, some issues with different version controls, would have been good to have just a little bit more artist to engineer conversations especially since our artist was involved in some of the programming just so that we didn’t have to spend time fixing code later, it would have been nice to have more involvement from Casey, and then BUGS.

Casey gave Gagan and myself a small critique each: Gagan says, “It’s easy!” too often, and as for me Casey said that he didn’t mind my involvement with editing and writing and presenting, but warned me that some producers might. Something I’d already noted in my last group, but it was a good reminder.

This really opened up the conversation for me to be able to talk to Casey about his lack of involvement this go around. From what he told me it really sounded like he was experimenting with his identity on the team as on previous teams he’d experienced that his team members didn’t want his involvement. However three of us at least chose to be on this team because of him and because he wasn’t here we felt let down. He was sick for part of it, but he also didn’t communicate that to us.Casey also mentioned that a big reason he, and Brad just a tad too, weren’t quite as involved was because they felt I was handling it just fine. Which I was keeping engineer/artist stuff organized and solving problems, but then I didn’t have anyone solving my problems! Either. But that was a big compliment to me, and I’ll take it. I wish he would have asked us what we needed/wanted from him instead of assuming, but then one of us probably should have asked him to be more involved. Of course that didn’t occur to any of us until we had our post-mortem discussion. Whenever he was here he was awesome, which is why we needed him there more often. However, I think he really listened to what I had to say, and what Brad and Gagan said as well, and I think he’ll be more involved moving forward.

The good

So much to say! Strong concept, excellent collaboration. Brad really stepped up and became the lead producer. He did an excellent job and was nearly always here with us as late as we were! Excellent engineer collaboration. Casey pointed out that he was concerned that Gagan and I were going to have issues, but then was pleasantly surprised that we got along so well.

Learning git and then switching to SVN when it was better for the team. Being flexible. Artist/engineer collaboration. Our artist doing the overhead map, enemyy movement, and animation. Getting the 1st, 2nd, and 3rd playables! Great pitch and final presentation. Working game. Sound (Brad). Mock-up levels from Brad. Figuring out build. Getting everything merged.

Being awesome.

What I learned

ASK FOR WHAT YOU NEED! Collaboration among teams is essential! There’s no way we would have figured out the build for the windows 8 tablet and store if we hadn’t collaborated outside the team.

I discovered for myself that I could figure that stuff out, even if it was just googling, asking others, and lots of trial and error.

My team is awesome. We’re going to continue building and creating this game and I think it’s going to go directions we still haven’t considered. It’s going to do awesome!

Apparently, I love the word AWESOME!

After a certain bad experience, and still feeling upset, I wasn’t so sure about producers and I was okay with Casey not being as involved. But then, one day, Roger stole our producers away. Kyle stood up about 5 minutes later in a panic, “Where are my producers? I need my producers!” I wondered what he was thinking, as I was still feeling slightly embittered. But then, 20 minutes later, I needed my producers! Where were they! And then I proceeded to be angry with Roger. 😉

When Casey and I were having our post-mortem discussion and I shared with him that story, it finally came to me what it was and I told him:

“It’s not so much about the role [producer, engineer, artist, whatever]. It’s about the people. And I, and our team, needed you here.

I really hope that everyone in our class gives everyone else some slack. We were all experimenting with our roles and learning. That’s what this whole experience is about. And for those producers that felt their team didn’t want them as producers, then don’t act the producer! Act the person that is creating a game with them! That’s what they want anyway: someone who’ll help them make an amazing game! It’s not about the role, it’s about the people.

Armadillo Smash N' Roll!, Game Dev Adventures!

Game Proto-Publishable 4, Week 3 — Adding Features

Gagan was having lots of issues with getting git working on his home computer so I made the decision to switch us back to SVN which we were using week one when Robert made his first prototype. SVN doesn’t play nearly as nice with Unity, but it made it easier for Gagan, so it was worth it.

I made the in-game player dashboard including the timer, points tracker, and the lives tracker. It went through a couple iterations and I couldn’t quite figure out how to make the 3D Texture not blurry. I also added in Robert’s sphere’s for smashing against.

I also contacted Tobiah and thanked him for his amazing feedback, and while I was at it slipped in some of the names we were thinking about. He responded very quickly and gave us some awesome ideas for the game name. With his feedback we decided on “Armadillo Smash N’ Roll!” I like it!

Besides that I spent most of my time helping Gagan and Robert with bugs, and with just generally keeping things organized. Robert made an amazing 3D Armie the Armadillo (our original name) and animation, but it didn’t play nice with Gagan’s movement. Gagan spent nearly all his time trying to get that to work while I helped Robert and Brad with getting levels built and fixing other bugs. Robert  was also able to get in other enemies and their animations in the game.

I was always in charge of everything UI, so I finally got some time Thursday to draw some things out with Robert about how we wanted the UI to work. It wa a good collaboration because we both saw diffeent needs. I thought all I needed was his art to finish the UI. Turns out, as soon as I looked at his art, I realized that I was wrong and that I had a lot of work cut out for me with the UI.

However, since Gagan was busy doing movement bug fixes, and just as i was handed the UI wireframe, I got handed to figure out how to do the build and to side-load it onto a tablet. I spent the rest of my time Thursday gathering information on how to build to Windows8 store. Long story short, it is a pain!! There is no one place you can go to that lays it out. I was all over the internet and it took me, and the rest of the teams, into the next week to figure it all out.

Armadillo Smash N' Roll!, Game Dev Adventures!

Game Proto-Publishable 4, Week 2 — Happy Thanksgiving! Love, Armie

This week was Thanksgiving! Lots of turkey and yummy food. Yet our team continued to make strides forward.

Tobiah from Microsoft, and creator of Blast Monkeys (a number one android app for several months), came to our lab to talk to us! It was really cool because while everyone else was having their standups and waiting for the lecture to start, Randy, (Microsoft evangelist who had spoken to us last week) came over to our group with Tobiah and I showed him our game and let him play. He loved it and then proceeded to give us some awesome feedback, particularly about the game name: that it should include something about smashing and crashing.

Then we got to hear quite a bit from Tobiah on how he made a #1 app. It was so awesome!! We got to ask him tons of questions and he was great. Then he went around to each of the groups and since he’d already played our game we just got five minutes of straight up amazing feedback: how to handle the acceloremeter, how to market, etc. It was an awesome experience!

We finally had time then to look at Gagan’s 2nd playable. He removed Robert’s art and made a sphere that was controlled by momentum. He created a ramp to go up on and I was the only one in the group to do it the first time. I got skills. 🙂

Gagan’s playable changed how we were going to handle some things though so we had to have a quick discussion: we removed the walls because I thought it’d be fun if the player could fall off the platform and die, and we discussed how to move things around. Gagan’s playable also used the physics engine and he was getting a number of bugs so I helped him resolve those. We also decided to work with git as our version control so I spent a good amount of time setting Robert and Gagan up with git and showing them the ropes.

Robert also sent us some of his concept art which looked great!

Eyeball and maggets:

maggotEyeball

Armadillo vs sci-fi robots:

ArmidilloWTreatment

 

madSciClone

And the winner is: Armie the armadillo! YEAH!!

Then it was Thanksgiving time!

Happy Thanksgiving everybody!

Love,

Armie, The Adorable!, Armadillo