Monthly Archives: April 2015
Big Game Project – Week 4 – Building the Level
The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]
Big Game Project – Week 4 – Building the Level
The Fourth week of BGB has come to an end this post covers what I have been doing during the last week. So this week I have started to build the level.
I use the unreal blueprints to create different segments of the walls by combining the rock meshes, so far I have two different walls, a tunnel, a roof segment and cave opening, these were built with the rocks that had finished UV mapping I have several more at my disposal, […]
BGP Week 4: Sticks and Stones
I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]
BGP Week 4: Sticks and Stones
I became ill this week, went to a few doctor’s appointments, prepared for the “public discussion” of our reports, and participated in the pre-alpha testing, so I did not get as much time on the project as I should have needed. During the short time that I managed to spend on the project, I made a couple of textures for props and environment. We needed to get some more textures, or at least colors into the geame world, so we could […]
BGP Week 4: Spline Level Generation – From cubes to modeled meshes
This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]
BGP Week 4: Spline Level Generation – From cubes to modeled meshes
This week I continued the work on the level generation. Our artist had finished most of the track mesh, I decided to try implementing it in the current system. I already knew from the start that I would have to modify what I already had; the previous system relied on hardcoded vertex indices, and the cubes I played around with earlier only had 24 vertices in total. The new mesh had somewhere around 400 vertices, which Unity then further increased […]
Scrap Pirates – Week 4
I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]
Scrap Pirates – Week 4
I’ll show some of the work I have done this week and tell what I have learnt from it. But first, I will tell about a major decision which was made for our project…
Two weeks into the production we have a better understanding of how long it takes for us to make specific things and many of us realized that three unique levels is an overestimation on what we can achieve. We value quality before quantity and scaled the scope down […]
BGP – High Poly Vehicle
Hello out there!!
First off, our game have changed name from Gravity Grind to TwinShift (due to many reasons).
Second off, I want to just tell you my roles for this BGP course and mainly for the GGC, which are Lead Sound Designer, 3D and 2D Graphical Artist, and PR-responsible, so that you now know what you can expect me to blog about from this project.
So, onwards to what I have done for the project this week.
This is my high-poly of […]
BGP – High Poly Vehicle
Hello out there!!
First off, our game have changed name from Gravity Grind to TwinShift (due to many reasons).
Second off, I want to just tell you my roles for this BGP course and mainly for the GGC, which are Lead Sound Designer, 3D and 2D Graphical Artist, and PR-responsible, so that you now know what you can expect me to blog about from this project.
So, onwards to what I have done for the project this week.
This is my high-poly of […]
BGP – TwinShift – Camera
Naming out Game
We have finally managed to name out game, previously we called it Gravity Grind but we were told that it would be a bad idea to call it that because it could be confused with other games with similar name such as FutureGrind for example. The name we ended up with and what we call the game now is TwinShift. We had some other names that we considered, most notably GravityShift and G-Shift which most of us […]
BGP – TwinShift – Camera
Naming out Game
We have finally managed to name out game, previously we called it Gravity Grind but we were told that it would be a bad idea to call it that because it could be confused with other games with similar name such as FutureGrind for example. The name we ended up with and what we call the game now is TwinShift. We had some other names that we considered, most notably GravityShift and G-Shift which most of us […]
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Tamarrion, post 4
This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]
Tamarrion, post 4
This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]
Pre-alpha game testing day.
Yesterday we worked to get out individual tasks done, my tasks were to find a way of adding spells to the player properly, adding a marker to display what enemy or object was current being targeted and if i got time over, clean up the player blueprint event graph.
Adding the spells properly required working spells, (not really but it would make it easier to see if it was working) so i went straight to making a targeting marker. The way […]
Pre-alpha game testing day.
Yesterday we worked to get out individual tasks done, my tasks were to find a way of adding spells to the player properly, adding a marker to display what enemy or object was current being targeted and if i got time over, clean up the player blueprint event graph.
Adding the spells properly required working spells, (not really but it would make it easier to see if it was working) so i went straight to making a targeting marker. The way […]
Big Game Project Week 4
This week i have worked with UV mapping so the 2D artist could make textures for the props.
Here is a textured sign.
I have also continued on the boss mesh and it’s almost done.
I decided to make the beard it’s own mesh to start with and then attach it to the man mesh.
I tried first to just extrude it from the face mesh and work from there but that was more troublesome then i thought. But now it works a […]
Big Game Project Week 4
This week i have worked with UV mapping so the 2D artist could make textures for the props.
Here is a textured sign.
I have also continued on the boss mesh and it’s almost done.
I decided to make the beard it’s own mesh to start with and then attach it to the man mesh.
I tried first to just extrude it from the face mesh and work from there but that was more troublesome then i thought. But now it works a […]
Big Game Project Week 4
This week was the week where I was originally supposed to start building the level but due to complications with the programming of the splines, there was a change of plans.
Instead for this week I have been modelling some environmental assets. Partially some assets that I were supposed to have created last week but never got around to doing due to changes in what I had to by BlockIt […]
Big Game Project Week 4
This week was the week where I was originally supposed to start building the level but due to complications with the programming of the splines, there was a change of plans.
Instead for this week I have been modelling some environmental assets. Partially some assets that I were supposed to have created last week but never got around to doing due to changes in what I had to by BlockIt […]
Big Game Project – Post 2
Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]
Big Game Project – Post 2
Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]