Daily Archives: May 1, 2014
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Day 16
Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]
Day 16
Today I’ve deactivated diagonal movement for the alpha tomorrow, and I’ve re-written the algorithm that checks if the NPC can see the PC to account for this.After doing this, I have been working with the implementation of the NPC death state and animation. I created a function called KillAI to perform these tasks, triggering the animation and making the NPC ‘dead’.
After this, I’ve been put to work updating the NPC models to include bows, since the basic enemy we planned […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]
The Unity-3ds Max paradox
This week hasn’t gone as smoothly as I anticipated. I’ve been focusing on making the Forest chieftain which is pretty similar to the Forest creep I did last week. With the Forest creep I also had some problems importing it in to Unity with inverted faces and the weapon not animating correctly. The weapon was easily fixed by removing the parent/child constraint in Motionbuilder and adding it again. Of course I forgot to plot the animation before exporting it to […]