Daily Archives: May 21, 2014
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]