Daily Archives: May 19, 2016
Big Game Project – Last Week
We’re on the last week of production but I think the game is in an okay state to showcase. I am implementing more sound effects and fixing bugs. Today I’ve fixed the building mode in which the player could place a new building anywhere, not considering other colliders. The actual bug was not that colliders weren’t checked, that was more a quick fix left from earlier to make sure that buildings could be built despite other problems with the collision […]
Big Game Project – Last Week
We’re on the last week of production but I think the game is in an okay state to showcase. I am implementing more sound effects and fixing bugs. Today I’ve fixed the building mode in which the player could place a new building anywhere, not considering other colliders. The actual bug was not that colliders weren’t checked, that was more a quick fix left from earlier to make sure that buildings could be built despite other problems with the collision […]
Rigging and animating!
Hello!
The only other times I have done any rigging and animating was in 3DS Max and Motionbuidler. However, that was using CAT rigs, which are essentially pre-rigged skeletons that are simply applied onto a mesh. These rigs are mainly for humans and animals, so in this case it would not work, since the mesh was of a mushroom that would close and open when the player stand on it.
With 49 bones in total, the segments of the shroom would close together, […]
Rigging and animating!
Hello!
The only other times I have done any rigging and animating was in 3DS Max and Motionbuidler. However, that was using CAT rigs, which are essentially pre-rigged skeletons that are simply applied onto a mesh. These rigs are mainly for humans and animals, so in this case it would not work, since the mesh was of a mushroom that would close and open when the player stand on it.
With 49 bones in total, the segments of the shroom would close together, […]
Big Game Project Week Eight
The last week of production is upon us, this weekend Gotland Game Conferance finally happens and the game will be displayed on the show floor.
Before I talk about this week I must mention what I forgot to write about last week.
The air animations for Hoppy and Sticky has been changed so that they more closely resemble slimes in their movement.
I had to work around the fact that I did not rig them to actually be able to do […]
Big Game Project Week Eight
The last week of production is upon us, this weekend Gotland Game Conferance finally happens and the game will be displayed on the show floor.
Before I talk about this week I must mention what I forgot to write about last week.
The air animations for Hoppy and Sticky has been changed so that they more closely resemble slimes in their movement.
I had to work around the fact that I did not rig them to actually be able to do […]
Big Game Project Week Seven
Time to get my work to actually work in the game engine. I have never used the animator of Unity earlier so I had to spend some time learning how it works. I also had to ask for code specific for what I am doing, parameters that I can use to control the animations within the animation controller.
I started with Hoppy to lay down the basic movement animations idle, walk, jump and double jump since all characters share these states. […]
Big Game Project Week Seven
Time to get my work to actually work in the game engine. I have never used the animator of Unity earlier so I had to spend some time learning how it works. I also had to ask for code specific for what I am doing, parameters that I can use to control the animations within the animation controller.
I started with Hoppy to lay down the basic movement animations idle, walk, jump and double jump since all characters share these states. […]
Big Game Project Week Six
So this week the team decided on the final name for the game: Adventures In Space And Slime. This is the logo made by your truly.
Began with a rough sketch, blocking out ideas.
Updated version that is a bit more fleshed out. We wanted slime in the logo.
After recieving feedback this is what I ended up with.
Welcome Adventures In Space And Slime!
Big Game Project Week Six
So this week the team decided on the final name for the game: Adventures In Space And Slime. This is the logo made by your truly.
Began with a rough sketch, blocking out ideas.
Updated version that is a bit more fleshed out. We wanted slime in the logo.
After recieving feedback this is what I ended up with.
Welcome Adventures In Space And Slime!
Big Game Project Week Five
After rigging the last two characters last week it is now time to animate them as well.
Since all of the characters has the same basic movement I will just do the animations for the first character (Hoppy) again.
But with Glidey I have to make a few modifications since he is flat instead of round.
Sticky Walkcycle
Sticky Idle
Sticky jumping and landing. His stick abilitys animation looks the same as when he lands.
Glidey jump.
Glidey walking.
Glideys glide. I had concearns last week but I […]
Big Game Project Week Five
After rigging the last two characters last week it is now time to animate them as well.
Since all of the characters has the same basic movement I will just do the animations for the first character (Hoppy) again.
But with Glidey I have to make a few modifications since he is flat instead of round.
Sticky Walkcycle
Sticky Idle
Sticky jumping and landing. His stick abilitys animation looks the same as when he lands.
Glidey jump.
Glidey walking.
Glideys glide. I had concearns last week but I […]
Build orders and Starvation
We have Switched around some thing in the UI and added a build order to make sure that players build what we want them to. At least to some extent, we want players to build buildings vital to their progression in an as linear fashion as possible to make sure that players experience what we want them to when we want them to.
Doing this in an open ended, RTS game has proven difficult as we both want to give players that […]
Build orders and Starvation
We have Switched around some thing in the UI and added a build order to make sure that players build what we want them to. At least to some extent, we want players to build buildings vital to their progression in an as linear fashion as possible to make sure that players experience what we want them to when we want them to.
Doing this in an open ended, RTS game has proven difficult as we both want to give players that […]