Daily Archives: April 23, 2016

Building Tools

Week2
Building some simple tools to help the project along.
Perhaps not so simple.
Continuing with the enemies, bigger, stronger, better!!! Nah, just improved a bit.
Well more of everything  is needed to make this project ready for alpha testing, so work work. At the beginning of the week we had a meeting with some of our mentors to discuss how we are going develop the game, in general terms and some details. This in turn brought us to have several meetings of our […]

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Program: Programming

Building Tools

Week2
Building some simple tools to help the project along.
Perhaps not so simple.
Continuing with the enemies, bigger, stronger, better!!! Nah, just improved a bit.
Well more of everything  is needed to make this project ready for alpha testing, so work work. At the beginning of the week we had a meeting with some of our mentors to discuss how we are going develop the game, in general terms and some details. This in turn brought us to have several meetings of our […]

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Program: Programming

Highlights of the Week

So, you might be asking yourself what the MolaMola group has been upto so far? In today’s blogpost I’ll give you a personal update from our team members.
Until the near end of this week, our programmers have been building Zombie Crawler from scratch, engine and all in C++. However, as it turns out… it might have been a case of biting of more than we could chew, considering our given time frame. In a bold move, our programmers decided to […]

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Program: Graphics

Highlights of the Week

So, you might be asking yourself what the MolaMola group has been upto so far? In today’s blogpost I’ll give you a personal update from our team members.
Until the near end of this week, our programmers have been building Zombie Crawler from scratch, engine and all in C++. However, as it turns out… it might have been a case of biting of more than we could chew, considering our given time frame. In a bold move, our programmers decided to […]

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Program: Graphics

BGP week 4

This week was a little bit chaotic. Early this week we realized we had to shift focus. So about one and a half day went to trying to figure out what our game was. What came out was that we wanted to put more focus on things to do on the island instead of in the jungle.
I have mostly been making buildings for the player to construct. But I also made a shader allowing us to randomize the shirt color of […]

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Program: Graphics

BGP week 4

This week was a little bit chaotic. Early this week we realized we had to shift focus. So about one and a half day went to trying to figure out what our game was. What came out was that we wanted to put more focus on things to do on the island instead of in the jungle.
I have mostly been making buildings for the player to construct. But I also made a shader allowing us to randomize the shirt color of […]

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Program: Graphics

Big Game: Week 4

Week four and halfway through, I managed to finish all the final meshes, UVW maps and textures for all enemies, traps and some random objects which will be included.
Here’s the final results of the traps:


Spiketrap, without normals or emissive to the left.



Bladetrap (with new design), with runes which will show the path the blade is taking. Might be changed later.


Push and pull traps, without emissive to the left. The purple one was changed […]

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Program: Graphics

Big Game: Week 4

Week four and halfway through, I managed to finish all the final meshes, UVW maps and textures for all enemies, traps and some random objects which will be included.
Here’s the final results of the traps:


Spiketrap, without normals or emissive to the left.



Bladetrap (with new design), with runes which will show the path the blade is taking. Might be changed later.


Push and pull traps, without emissive to the left. The purple one was changed […]

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Program: Graphics

Big Game Project – The Beginning

For the last four weeks,  I have been working on a game that will be showcased at the Gotland Game Conference on the 20th of May. We are a group of six students, three programmers and three graphical artists making the game over an eight weeks course called Big Game Project.
In this post I will go into the work I did the first week.
The idea for the game was already finished before this course started, so production began right away. […]

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Program: Graphics

Big Game Project – The Beginning

For the last four weeks,  I have been working on a game that will be showcased at the Gotland Game Conference on the 20th of May. We are a group of six students, three programmers and three graphical artists making the game over an eight weeks course called Big Game Project.
In this post I will go into the work I did the first week.
The idea for the game was already finished before this course started, so production began right away. […]

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Program: Graphics

Game testing and pre Alpha

This week helped me a lot when it comes to realizing my role and what I need to do within the project. As a producer I cannot get to immersed in a simple task for too long. I need to get an overview of the project and once I have that I can see what the project needs in first place and what will work and what not. I realized this while putting together the main scene and could see […]

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Program: Graphics

Game testing and pre Alpha

This week helped me a lot when it comes to realizing my role and what I need to do within the project. As a producer I cannot get to immersed in a simple task for too long. I need to get an overview of the project and once I have that I can see what the project needs in first place and what will work and what not. I realized this while putting together the main scene and could see […]

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Program: Graphics

Symbiosis DevDiary#3

Re-cap
This week have I continued with the environmental and decorative assets such as flowers, grass, vines and moss. The flowers are mostly for adding colour and diversity to the world in addition to the mushrooms. Some of these things will also work as cover-ups of the visible seams between tree trunks and their roots and branches since they are modelled and assembled separately. I have also tried to figure out stones…
Stones
Stones feels like they should be in the 3D Modelling […]

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Program: Graphics

Symbiosis DevDiary#3

Re-cap
This week have I continued with the environmental and decorative assets such as flowers, grass, vines and moss. The flowers are mostly for adding colour and diversity to the world in addition to the mushrooms. Some of these things will also work as cover-ups of the visible seams between tree trunks and their roots and branches since they are modelled and assembled separately. I have also tried to figure out stones…
Stones
Stones feels like they should be in the 3D Modelling […]

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Program: Graphics

Synapse: Big Game Project Post #3

This week I have been sick and as such, I have missed out on a lot of work. With the time I had available to me, I finished the waving animation from the previous post and practiced a bit more tweening from a tutorial. I was supposed to do another animation this week but that was given to another team member in my absence and I have yet to recieve the key frames required for my replacement animation.
That is all […]

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Program: Graphics

Synapse: Big Game Project Post #3

This week I have been sick and as such, I have missed out on a lot of work. With the time I had available to me, I finished the waving animation from the previous post and practiced a bit more tweening from a tutorial. I was supposed to do another animation this week but that was given to another team member in my absence and I have yet to recieve the key frames required for my replacement animation.
That is all […]

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Program: Graphics