Monthly Archives: April 2016

Feedback

This week we had playtesting with other students at our education department. We asked questions about multiple aspects of our game such gameplay, audio and visuals. We asked the people who played the game what they thought about the visual style. These are the documented replies. (They have been translated into English)
-It’s a cozy background
-I have to say, this graphical style is awesome
-It looks really good
-I like the parallax
-I love the art style, it’s like a scrap book
-It’s got a […]

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Program: Graphics

Feedback

This week we had playtesting with other students at our education department. We asked questions about multiple aspects of our game such gameplay, audio and visuals. We asked the people who played the game what they thought about the visual style. These are the documented replies. (They have been translated into English)
-It’s a cozy background
-I have to say, this graphical style is awesome
-It looks really good
-I like the parallax
-I love the art style, it’s like a scrap book
-It’s got a […]

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Program: Graphics

Big Game Project Week Four

The project is moving along nicely. Though I am not particularly accustomed to the Unity animator yet I have to leave it for the time being. I have to more characters to rig before i continue.
 
The first character I wrote about was the green one know to the development team as Hoppy. The other two are Sticky and Glidey. Obviously they are all named after their respective special abilities. They can all move and jump but Hoppy can double jump, […]

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Program: Graphics

Big Game Project Week Four

The project is moving along nicely. Though I am not particularly accustomed to the Unity animator yet I have to leave it for the time being. I have to more characters to rig before i continue.
 
The first character I wrote about was the green one know to the development team as Hoppy. The other two are Sticky and Glidey. Obviously they are all named after their respective special abilities. They can all move and jump but Hoppy can double jump, […]

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Program: Graphics

Week 1: The Basic Meshes

 
Hello!
 
I am a bit behind on the writing for each week, so I will have to go back a bit for this one.
 
We are now on the fifth week of development of the game, and this post will be about the first week. I will make sure to make some updates this week regarding the other weeks.
As I stated in my previous entry, I am the environment designer, and the only one working on the environment models of our game. […]

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Program: Graphics

Week 1: The Basic Meshes

 
Hello!
 
I am a bit behind on the writing for each week, so I will have to go back a bit for this one.
 
We are now on the fifth week of development of the game, and this post will be about the first week. I will make sure to make some updates this week regarding the other weeks.
As I stated in my previous entry, I am the environment designer, and the only one working on the environment models of our game. […]

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Program: Graphics

Big Game Project Week Three

Finally! After creating a skeleton and a control rig it is finally time to do the most fun part. Imbuing the character with life.
 
The game engine that is used for this game is Unity and since I have little prior experience working in this engine I chose to keep the animations simple for this first step. I know that there are advanced options using a blend tree but until I have studied this I will keep to the basics.
A simple […]

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Program: Graphics

Big Game Project Week Three

Finally! After creating a skeleton and a control rig it is finally time to do the most fun part. Imbuing the character with life.
 
The game engine that is used for this game is Unity and since I have little prior experience working in this engine I chose to keep the animations simple for this first step. I know that there are advanced options using a blend tree but until I have studied this I will keep to the basics.
A simple […]

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Program: Graphics

Big Game Project Week Two

After last week’s skeleton placement the time has come to enable a intuitive control over said skeleton. It would be very cumbersome to be forces to animate every bone in the character by hand.
 
I used  what is called NURBS curves in Autodesk Maya to enable me to circumvent this problem and create Control objects for the skeleton rig, using tutorials online and a book I found called the art of rigging. I found this site particularly insightful: https://courses.cs.washington.edu/courses/cse460/05sp/links/Rigging/basic_character.html
While […]

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Program: Graphics

Big Game Project Week Two

After last week’s skeleton placement the time has come to enable a intuitive control over said skeleton. It would be very cumbersome to be forces to animate every bone in the character by hand.
 
I used  what is called NURBS curves in Autodesk Maya to enable me to circumvent this problem and create Control objects for the skeleton rig, using tutorials online and a book I found called the art of rigging. I found this site particularly insightful: https://courses.cs.washington.edu/courses/cse460/05sp/links/Rigging/basic_character.html
While […]

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Program: Graphics

BGP: Third post

This week I did a number of mixed things. For one I did an overpaint on Kei’s diffuse texture, adding some more colour variation and detail definition, especially on the face:
 

That one had to happen pretty quickly so not everything got an equally detailed treatment. Because we work in a pretty zoomed out perspective it seemed futile to put a lot of time into details that won’t be seen anyway. Until the final version of the game I also plan […]

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Program: Graphics

BGP: Third post

This week I did a number of mixed things. For one I did an overpaint on Kei’s diffuse texture, adding some more colour variation and detail definition, especially on the face:
 

That one had to happen pretty quickly so not everything got an equally detailed treatment. Because we work in a pretty zoomed out perspective it seemed futile to put a lot of time into details that won’t be seen anyway. Until the final version of the game I also plan […]

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Program: Graphics

Neiva programming blog 3

I’ve been programming the main player character. That includes movement, jumping, groundchecking, health, sticking to platforms and physics… At the beginning I create one whole Unity script that handled all that, till reacently when we had to change from Unity’s 2D physics to 3D physics. I split up the script to mulitple scripts/components that handled specific tasks.

The picture above is before separated components. The picture under is after, with separated components.

This approach has led to more reusable code because you […]

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Program: Programming

Neiva programming blog 3

I’ve been programming the main player character. That includes movement, jumping, groundchecking, health, sticking to platforms and physics… At the beginning I create one whole Unity script that handled all that, till reacently when we had to change from Unity’s 2D physics to 3D physics. I split up the script to mulitple scripts/components that handled specific tasks.

The picture above is before separated components. The picture under is after, with separated components.

This approach has led to more reusable code because you […]

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Program: Programming

Slumber – The food loop!

Hi!
Time for another blogpost! This time, I wanted to openly discuss a design area of Slumber (yes, it’s called Slumber now!) that is not entirely defined yet. Mostly to process my own thoughts but also to involve you guys in the process!  
So let me talk about the food loop.
The original system
The food loop serves both the retention side and the calm side of Slumber. The original food loop plan was pretty simple, it was as follows;

There’s also […]

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Program: Graphics

Slumber – The food loop!

Hi!
Time for another blogpost! This time, I wanted to openly discuss a design area of Slumber (yes, it’s called Slumber now!) that is not entirely defined yet. Mostly to process my own thoughts but also to involve you guys in the process!  
So let me talk about the food loop.
The original system
The food loop serves both the retention side and the calm side of Slumber. The original food loop plan was pretty simple, it was as follows;

There’s also […]

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Program: Graphics

Second Post – Fever and Animation Training

The week before, I was having a fever and a cold, so I haven’t had much time on doing much else. On the remaining two days of that week, I spent the time on doing some animation training.
Here is a anticipation animation, with a guy throwing a huge punch.


Here is a squash and stretch animation of a head.

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Program: Graphics

Second Post – Fever and Animation Training

The week before, I was having a fever and a cold, so I haven’t had much time on doing much else. On the remaining two days of that week, I spent the time on doing some animation training.
Here is a anticipation animation, with a guy throwing a huge punch.


Here is a squash and stretch animation of a head.

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Program: Graphics

Props

I will just summerize this week developmen and paste more about it later.
This week I have been modeling props. The props will be used to make the world more alive and block of areas where the player can not go to. The props I made are some ”broken loot stash” (I will pose picture and tell a bit more about them later. I am not on my laptop at the moment).
There was also a play testing on friday, were we merged scene […]

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Program: Graphics

Props

I will just summerize this week developmen and paste more about it later.
This week I have been modeling props. The props will be used to make the world more alive and block of areas where the player can not go to. The props I made are some ”broken loot stash” (I will pose picture and tell a bit more about them later. I am not on my laptop at the moment).
There was also a play testing on friday, were we merged scene […]

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Program: Graphics

Short One this week

So this week we had our first play test. and it went rather well and we got a lot of feedback. So next week we will focus on fixing buggs for the beta that week. There will be a lott of work but we knew that wen we started this project.
Otherwise i have been working on a moss giant Ai that will make it walk and follow campfires and in the end help the player. Att first i did not really […]

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Program: Programming

Short One this week

So this week we had our first play test. and it went rather well and we got a lot of feedback. So next week we will focus on fixing buggs for the beta that week. There will be a lott of work but we knew that wen we started this project.
Otherwise i have been working on a moss giant Ai that will make it walk and follow campfires and in the end help the player. Att first i did not really […]

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Program: Programming

Big Game Project Week 3

We have now come to the third week of development for Kei and things have happened since last week!
First of all, we now have a lot more city to move around in and the city has colour! Second we have also finished the mesh for Kei and textured it. And last we are finished with the first enemy and put it all into the level.

The thing that I have done this week is kept building the city, at the moment […]

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Program: Graphics

Big Game Project Week 3

We have now come to the third week of development for Kei and things have happened since last week!
First of all, we now have a lot more city to move around in and the city has colour! Second we have also finished the mesh for Kei and textured it. And last we are finished with the first enemy and put it all into the level.

The thing that I have done this week is kept building the city, at the moment […]

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Program: Graphics