Week 1 - 2
[Insert Studio Team Picture When They Post It]
winter Semester - 2024. I joined WolverineSoft studio as a QA programmer for my first cycle, and was assigned to the Level/Overworld team. My main responsibility is conducting weekly playtests with new volunteers and developing bug fixes for all sections of the game. My project name is project-quest.
Each week, I attend three standups: two meetings with the Programming and Level Team on Sunday, and one meeeting with the QA team on Monday. I recieve Jira tasks from both my QA lead and Programming Lead, who works with the Level lead to see what needs to be implemented.
Week 1 Tasks Completed
- Playtested opening “Village” scene with one volunteer
- Logged bugs and player confusion/sentiments with timestamps on Youtube
- Created out Confluence Playtest Page
- Manually logged information to the Producer Feedback Tracker to ensure no duplicates
- Bug Fixes
- Fixed Overworld “Castle” scene’s throne hitbox
- Fixed Shadow Casted in Overworld “Village” Townhall
- Programming
- Created a template script for an user achievement notification (linked with SteamID) after completing a quest, through the Event bus system.
Week 2 Tasks Completed
- Playtested “Revist” + “Forest” scene with two volunteers
- Logged bugs and player confusion/sentiments with timestamps on Youtube
- Created out Confluence Playtest Page
- Manually logged information to the Producer Feedback Tracker to ensure no duplicates
- Bug Fixes
- An soft lock occurs when you button mash the skip button too fast during certain dialogue
- Explored why does the soft lock occur, found potential causes in Cutscene and Dialogue manager
- An soft lock occurs when you button mash the skip button too fast during certain dialogue
- Rewriting Dialogue System
- We have a system in place to click a button to trigger dialogue instead of moving to an invisible hitbox to trigger dialogue.
- Planned the re-writing of the entire dialogue system to use eventbus instead of activateOnEnter.cs
- Could not get task finished this week, continued discussing plan with Allie and Jacob due to conflicting design ideas.
- We have a system in place to click a button to trigger dialogue instead of moving to an invisible hitbox to trigger dialogue.
Hours Breakdown
- Studio Meetings: 4 hours + 30 minutes overtime
- QA Playtests and Logging: 3 hours
- QA Meetings: 30 minutes
- Programming Design Meetings: 30 minutes
- Programming + Debugging: 5 hours