Monthly Archives: May 2015
BGP – Scrap Pirates – Week 7
This past week I’ve been working on the trailer for Scrap Pirates, and finished it yesterday. We wanted to keep the trailer simple, using the in-game assets and gameplay footage, as we didn’t have the time to create a lot of new animations. The only “new” character animation in the trailer is a short pointing-animation consisting of three frames, where I just changed the arm on the idle-pose.
I began working on the trailer without the music, as we didn’t have […]
BGP – Scrap Pirates – Week 7
This past week I’ve been working on the trailer for Scrap Pirates, and finished it yesterday. We wanted to keep the trailer simple, using the in-game assets and gameplay footage, as we didn’t have the time to create a lot of new animations. The only “new” character animation in the trailer is a short pointing-animation consisting of three frames, where I just changed the arm on the idle-pose.
I began working on the trailer without the music, as we didn’t have […]
Big Game Project; Week 7
The week of beta
First of the late post was due to the fact that we had been working overtime the whole week as we fell behind schedule. We had a lot of deadlines that we had to complete and then realizing at the final hour that the presentation deadline was closing in. That one took a lot more time than anticipated and left no time for posting in this blog.
Anyway, the beta session did not go as planned, just before […]
Big Game Project; Week 7
The week of beta
First of the late post was due to the fact that we had been working overtime the whole week as we fell behind schedule. We had a lot of deadlines that we had to complete and then realizing at the final hour that the presentation deadline was closing in. That one took a lot more time than anticipated and left no time for posting in this blog.
Anyway, the beta session did not go as planned, just before […]
I haven’t written a blogpost in HOW long?!
Oh Christ, i thought i had written a post at least last Wednesday or something.
So anyways, basically everything in the last post is now invalid, we had full overtime all of last week and the game is starting to come together. Some of my own main progress include: throwing the previous changes to Harakat out the window, implementing a 3D HUD, making the Lock-on system target the enemy closest to the center of the screen rather than the closes to […]
I haven’t written a blogpost in HOW long?!
Oh Christ, i thought i had written a post at least last Wednesday or something.
So anyways, basically everything in the last post is now invalid, we had full overtime all of last week and the game is starting to come together. Some of my own main progress include: throwing the previous changes to Harakat out the window, implementing a 3D HUD, making the Lock-on system target the enemy closest to the center of the screen rather than the closes to […]
Week 7 – Tamarrion – Post-Beta
The world of Tamarrion, created by the talented Måns Löf
Post-Beta
We’ve been so.insanely.god.damn.busy this last week. We’ve crunched 4 out of 7 days this week. On the upside, A LOT of things have happened with the game. It looks gorgeous now!
The game is basically finished in the sense of being a vertical slice. This means that all features we want to be in the game is done and ready to be tested on a large audience. What we’ve got left […]
Week 7 – Tamarrion – Post-Beta
The world of Tamarrion, created by the talented Måns Löf
Post-Beta
We’ve been so.insanely.god.damn.busy this last week. We’ve crunched 4 out of 7 days this week. On the upside, A LOT of things have happened with the game. It looks gorgeous now!
The game is basically finished in the sense of being a vertical slice. This means that all features we want to be in the game is done and ready to be tested on a large audience. What we’ve got left […]
Scrap Pirates – Big Game Project – Blog Post #5
This week I worked on another AI, very similar to how the Caterpillar works.
This was however an AI for the enemy called “Incinerator”. It will have a set ground where it can move back and forth, and when a player is close, it will start chasing the player with its furnace hatch open.
A screenshot from the game where you can see the incinerator.
Some problems with this AI was that it looked weird when it stopped chasing the player as […]
Scrap Pirates – Big Game Project – Blog Post #5
This week I worked on another AI, very similar to how the Caterpillar works.
This was however an AI for the enemy called “Incinerator”. It will have a set ground where it can move back and forth, and when a player is close, it will start chasing the player with its furnace hatch open.
A screenshot from the game where you can see the incinerator.
Some problems with this AI was that it looked weird when it stopped chasing the player as […]
BGP#6 – Crunch Week
Greetings!
Lets just open with this video:
I’m tired but still want to work even more on this game. This week there has been a lot to do, since the trailer was to be completed today and will be one of the first things people will see of our game.
So this week I’ve worked on textures and spell effects as well as animating a ton of gifs to showcase our models and effects. But boy has it been fun. Many a late […]
BGP#6 – Crunch Week
Greetings!
Lets just open with this video:
I’m tired but still want to work even more on this game. This week there has been a lot to do, since the trailer was to be completed today and will be one of the first things people will see of our game.
So this week I’ve worked on textures and spell effects as well as animating a ton of gifs to showcase our models and effects. But boy has it been fun. Many a late […]
Tamarrion Trailer
The trailer for Tamarrion is finally out!
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
BGP 2015 – sixth week: Development issues
Hello!
This week I started by giving the camera some simple movement behavior. Basically I make it follow the player’s position (with a certain offset) and rotation though somewhat slowly so that it’s movement becomes more smooth rather than sudden and jerky. I am mainly making use of ‘Slerp’ and ‘SmoothDamp’ for the camera’s movement.
I’ve also managed to get the direction correction for the movement to work as intended. What I had missed was that I needed to make use of conversion between […]
BGP 2015 – sixth week: Development issues
Hello!
This week I started by giving the camera some simple movement behavior. Basically I make it follow the player’s position (with a certain offset) and rotation though somewhat slowly so that it’s movement becomes more smooth rather than sudden and jerky. I am mainly making use of ‘Slerp’ and ‘SmoothDamp’ for the camera’s movement.
I’ve also managed to get the direction correction for the movement to work as intended. What I had missed was that I needed to make use of conversion between […]
BGP Week 5 – Character Skinning and Texturing
For week 5 of 7 in this project, my main focus was on the character, working on skinning, UV-mapping and texturing. Rigging and quick skinning had already been done, and since we use APEX Cloth for a big portion of the character, the primary area that needed work was the face. Mainly opening the eyes and mouth were prioritized.
Although a bit difficult to see, here is the facial rig I made. It’s rather simple, since we wouldn’t have time […]
BGP Week 5 – Character Skinning and Texturing
For week 5 of 7 in this project, my main focus was on the character, working on skinning, UV-mapping and texturing. Rigging and quick skinning had already been done, and since we use APEX Cloth for a big portion of the character, the primary area that needed work was the face. Mainly opening the eyes and mouth were prioritized.
Although a bit difficult to see, here is the facial rig I made. It’s rather simple, since we wouldn’t have time […]
Week 7: Scrap Pirates, one week left before GGC!
Hello! Week 7 has just passed and Gotland Game Conference is in just one week. A couple of weeks back we decided to cut back on a couple of features like upgrade system, some enemies, multiple levels, among other things, and I feel like that was a good decision because otherwise we would be up to our necks in half-done things and nothing would probably feel finished for GGC.
As I mentioned the last time I had one bigger problem to […]
Week 7: Scrap Pirates, one week left before GGC!
Hello! Week 7 has just passed and Gotland Game Conference is in just one week. A couple of weeks back we decided to cut back on a couple of features like upgrade system, some enemies, multiple levels, among other things, and I feel like that was a good decision because otherwise we would be up to our necks in half-done things and nothing would probably feel finished for GGC.
As I mentioned the last time I had one bigger problem to […]
Tamarrion, post 7
This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.
Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]
Tamarrion, post 7
This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.
Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]