Project Status Overview
As I look ahead at the road to completing my Capstone project, I realize that this stage of preparation feels like the “calm before the storm.” So far, the work has focused mainly on research and the creation of design documents, both individual and team-based, rather than actual coding or gameplay implementation. It’s a phase of setting the groundwork, which is both exciting and a bit daunting.
The preliminary design document I worked on individually was an interesting challenge. It forced me to consider what functional area I wanted to focus on and how I would bring it to life. My area is 3D Asset Integration and Visuals, which means I’m responsible for figuring out how the models and animations will interact with our hybrid Euro-style/Dungeon-crawler board game. So far, this has involved digging into the details of Unity’s Asset Pipeline and Universal Render Pipeline (URP). As much as I’d love to jump straight into developing the game, this step feels like laying down the tracks for a train. If it’s not planned correctly now, everything can derail later.
On the team side, we’ve been hammering out the main design document. Even though we haven’t started writing code yet, collaborating with my teammates has been productive. We’re making sure everyone’s on the same page before we tackle actual gameplay features. It’s a lot of brainstorming and figuring out how to divide responsibilities, but it’s cool to see how our different ideas are coming together. The mix of a Euro-style board game and a dungeon-crawling mechanic gives us plenty of creative options, especially when it comes to customization within the game, which I think will be a major selling point.
For now, the focus is on planning rather than action. While the coding hasn’t begun yet, I know this research and planning stage will save us time down the road. It’s tempting to want to jump in and start developing everything immediately, but I’ve learned through past projects that good preparation sets the foundation for smoother execution later. If anything, I’m sharpening my technical skills, diving into asset management, and ensuring our design can evolve into something playable and fun.
Successes, Fails, and Struggles
Though we’re still in the early stages, there have been a few successes along the way. One of our biggest wins so far is creating a clear and achievable project scope. With all the excitement around the project, it’s easy to get carried away with ambitious ideas, but we managed to focus on what we can realistically achieve over three terms. Setting boundaries has helped us avoid scope creep.
On the flip side, the biggest struggle has been balancing the ideas of each team member. Everyone has a different vision of what the game should be, and finding a way to integrate all those ideas into one cohesive plan has taken time. There were moments when it felt like we were pulling in different directions, but eventually, we found compromises that satisfied everyone. The challenge moving forward will be sticking to these decisions and avoiding second-guessing them later.
Feedback on the Course
So far, the Capstone course has been a solid experience. I appreciate that the course structure encourages collaboration and allows us to divide tasks based on our strengths. The design document assignments are helpful because they force us to think critically about every aspect of the game before we start coding. However, I do feel like there’s a lot of documentation work that can feel repetitive at times, especially when balancing other courses. However, I understand that this documentation will help us communicate our ideas better and avoid issues down the line.
New Technologies and Tools
One of the coolest parts of this project has been using Unity to build our game. I’m familiar with it, but there’s always something new to learn, and this project has pushed me to get deeper into the engine’s capabilities, especially when it comes to 3D asset integration and optimization. I’ve also had to get more comfortable with Photon Bolt, the multiplayer framework we’ll use for peer-to-peer hosting.
As for asset management, I’ve been experimenting with Level of Detail (LOD) techniques and lightmapping to optimize performance, ensuring the game runs smoothly without compromising visuals. This has been a fun area to dive into because it’s where I can combine my love for technical problem-solving with creativity.
New Technologies and Tools
Handling multiple classes, the Capstone project, and everyday life can be overwhelming at times. Here are a few things that have worked for me when it comes to managing stress and keeping productivity high:
- Automation is key: I automate as much as I can. Whether it’s using Python scripts to streamline repetitive tasks or creating schedules in Excel to keep track of deadlines, automation has saved me a ton of time. It’s a trick I swear by, especially when juggling multiple projects.
- Take breaks: When I’m stuck on a technical problem or overwhelmed by the amount of work, I take breaks. Sometimes I go for a quick swim or play video games for a bit. These small breaks recharge me and help me come back to tasks with fresh energy.
- Prioritize communication: Whether it’s with teammates or professors, open and honest communication has helped keep things moving smoothly. It’s easy to get bogged down in the technical aspects, but making sure everyone’s on the same page is essential to avoid misunderstandings.
What’s Next?
Looking forward, the next big milestone for us is the v0.0.1 release. I’m excited to see our ideas come to life, even if it’s just in a very basic form. It’s going to be a long journey, but I’m confident that with the groundwork we’ve laid, we’ll have a game that’s both fun to play and rewarding to develop.
CATEGORIES: CS 461