Daily Archives: April 18, 2016

Overlay – setbacks and progress

I didn’t know that it has been this long since I last blogged anything, but I’ve been busy with the program I’m working on. There’s been some progress, but also some setbacks. Mostly the setbacks have been caused by unexpected behaviors and poor planning. Yes, poor planning, but in all honesty most of this program started with just a test and then evolved into a test. Then I showed that test to someone and I got inspired to continue working […]

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Program: Programming

Overlay – setbacks and progress

I didn’t know that it has been this long since I last blogged anything, but I’ve been busy with the program I’m working on. There’s been some progress, but also some setbacks. Mostly the setbacks have been caused by unexpected behaviors and poor planning. Yes, poor planning, but in all honesty most of this program started with just a test and then evolved into a test. Then I showed that test to someone and I got inspired to continue working […]

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Program: Programming

BGP week 2 – She moves now.

So week 1 was largely spent reading the chapter on animations in the Unity Manual, as well as checking out loads of online tutorials and guides, some of which were helpful, most of which wasn’t. Come week 2, I had a pretty good picture of how to proceed, as well as an animation script provided by helpful programmer Johannes.
So I started setting up an actual proper animation controller for our player character, Neiva, creating new and scrapping old animations as […]

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Program: Graphics

BGP week 2 – She moves now.

So week 1 was largely spent reading the chapter on animations in the Unity Manual, as well as checking out loads of online tutorials and guides, some of which were helpful, most of which wasn’t. Come week 2, I had a pretty good picture of how to proceed, as well as an animation script provided by helpful programmer Johannes.
So I started setting up an actual proper animation controller for our player character, Neiva, creating new and scrapping old animations as […]

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Program: Graphics

BGP Blog 1 – How does Unity handle animations, anyway?

Alright so, in the previous course, in which we were to model, texture and animate a 3D character, I got to do the animations. Now, this happens to be the same character we’re using for our Big Game Project – a little, like, lava stone kind of creature called Neiva. So I did some animations in Motionbuilder for that, six to be precise. That first week, I spent most of the time adjusting and cleaning them up for use in […]

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Program: Graphics

BGP Blog 1 – How does Unity handle animations, anyway?

Alright so, in the previous course, in which we were to model, texture and animate a 3D character, I got to do the animations. Now, this happens to be the same character we’re using for our Big Game Project – a little, like, lava stone kind of creature called Neiva. So I did some animations in Motionbuilder for that, six to be precise. That first week, I spent most of the time adjusting and cleaning them up for use in […]

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Program: Graphics

Project Neiva Week 3

Hello!
Last week the focus was on getting the player to feel good, to get the player to feel better we changed the movement and the speed of the player. We also changed how one of the projectiles worked and how the camera moved.
During a playtest we had the week before we collected data about how the testers felt. Most of the tester thought the player moved to fast, the jump and the camera did not feel right and that one […]

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Program: Programming

Project Neiva Week 3

Hello!
Last week the focus was on getting the player to feel good, to get the player to feel better we changed the movement and the speed of the player. We also changed how one of the projectiles worked and how the camera moved.
During a playtest we had the week before we collected data about how the testers felt. Most of the tester thought the player moved to fast, the jump and the camera did not feel right and that one […]

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Program: Programming

The initial weeks of BGP have ended!

So me and my group have now been working 2 weeks on our big game project, Synapse. Since we were a group which was formed late and with an unfinished (at that time) concept, the initial part of the project was put on finishing the idea of the game. Our group consists of 6 2D artists who have various tasks and 1 programmer, myself. Since I’m the only programmer I’m also in charge of making sure that the technical things […]

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Program: Programming

The initial weeks of BGP have ended!

So me and my group have now been working 2 weeks on our big game project, Synapse. Since we were a group which was formed late and with an unfinished (at that time) concept, the initial part of the project was put on finishing the idea of the game. Our group consists of 6 2D artists who have various tasks and 1 programmer, myself. Since I’m the only programmer I’m also in charge of making sure that the technical things […]

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Program: Programming

Big Game Project: Week 2

The second week (Apr 11 – Apr 15) development of our game “Kei” continues. This week I kept on working on the main character (Kei). The focus this week, however, was player animations. Our graphics artists produced a 3D model our main character as well as her Idle, Run and Attack animations. I implemented these animations into the game.
To do it, I learned the basics of Unity’s Blend Trees. A blend tree blends two or more animations and produces intermediate animations […]

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Program: Programming

Big Game Project: Week 2

The second week (Apr 11 – Apr 15) development of our game “Kei” continues. This week I kept on working on the main character (Kei). The focus this week, however, was player animations. Our graphics artists produced a 3D model our main character as well as her Idle, Run and Attack animations. I implemented these animations into the game.
To do it, I learned the basics of Unity’s Blend Trees. A blend tree blends two or more animations and produces intermediate animations […]

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Program: Programming