Yearly Archives: 2016
BigGameProject blog 4
Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]
BigGameProject blog 4
Hej!
I veckan har jag jobbat på ett rum-system för vårat spel och även andra saker runt omkring.Rum-systemet är där så att vakter ska kunna höra ett objekt i ett annat rum och sedan veta vart han ska gå någonstans. Det funkar såhär, objektet bestämmer hur långt effekten ska nå med variabeln room_reach. Efter att objektet blir aktiverat skickar det till det rummet den är i att objektet är aktivt, hur långt den når och kollisions-boxen så att vakten kan nå […]
WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]
WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]
WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]
WEEK #4 – BIG GAME PROJECT – ALPHA
Hey guys!
So this week has been crazy intense. We had our alpha presentation, which a jury played and gave feedback on. I was so nervous but we did alright. We crunched and stayed in school until midnight, twice to make the alpha as good as possible. So what have I been doing this week? Environment-wise I haven’t done that much, I modelled a prisoner pod which the guards uses to transfer the caught prisoners back to their cell. My role […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]
The Task Board
This week, I have made a task board at the office. I have read that a task board can improve many aspects of a project and that seems to be true. I pitched the idea of having a task board to my team during the last sprint review and they liked the idea. So we have tried it this week to see if we like it.
Our task board works like this:
On a whiteboard in our office there are a lot […]
Alpha Week has Passed
It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]
Alpha Week has Passed
It’s time to do a review of how the week has gone. In my last post i presented my three different work aspects and sadly only one has been implemented and even that one is not entirely working as intended.
The implemented feature was the minimap, I implemented it by using a second camera which was placed above the level with an orthographic perspective and limiting the amount of effects it renders. Then projecting this camera onto a render texture which […]
Synapse: Big Game Project Post #4
This week I worked on the logotype for the project and chose a font for us to use in the game. What you see below is the final version.
I started by making six different logotypes, each with a different theme and shape. Three of them depicted a brain in different styles, and the other three had varying styles of neurons. The test logos can be seen below.
Most of them where rejected for being too abstract, generic or not conveying anything […]
Synapse: Big Game Project Post #4
This week I worked on the logotype for the project and chose a font for us to use in the game. What you see below is the final version.
I started by making six different logotypes, each with a different theme and shape. Three of them depicted a brain in different styles, and the other three had varying styles of neurons. The test logos can be seen below.
Most of them where rejected for being too abstract, generic or not conveying anything […]
Symbiosis DevDiary #4
Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]
Symbiosis DevDiary #4
Lightmapping
This week have almost exclusively consisted of lightmapping. It is not something I have had to much experience with and I was a bit unsure how to approach it. What I knew when I started was to keep all the unwraps as straight as possible and that no faces could overlap. I also knew that the last time I did some lightmapping the result was not all too satisfying. What I have learn though is the importance of keeping the seams straight. […]
Build in Progress
Many, many blueprints later, Construction on the official Zombie Crawler controls have begun! The last couple of weeks we’ve sent our lead technician on a hunt for materials all around town (She did mention something about having to “saw by hand –on a bench made for giants- a 3.6 meter long wooden plank in order for it to fit in her car”), this thursday we’ve finally been able to get to work in the workshop in Fårösund.
Lead Tech Linda and […]
Build in Progress
Many, many blueprints later, Construction on the official Zombie Crawler controls have begun! The last couple of weeks we’ve sent our lead technician on a hunt for materials all around town (She did mention something about having to “saw by hand –on a bench made for giants- a 3.6 meter long wooden plank in order for it to fit in her car”), this thursday we’ve finally been able to get to work in the workshop in Fårösund.
Lead Tech Linda and […]
BGP Week 5: Coming out to a friend (or three)
This week I’ve been working on a larger event where Sam tells a friend about Nicole for the first time. This is one of the major stepping stones towards coming out to the parents, which is the endgame for the demo we’re making.
We decided that Sam’s friends would react to her relationship in a set way, which means their traits aren’t randomized like some of the other characters. This is mostly because it makes it easier to build a dramatic […]
BGP Week 5: Coming out to a friend (or three)
This week I’ve been working on a larger event where Sam tells a friend about Nicole for the first time. This is one of the major stepping stones towards coming out to the parents, which is the endgame for the demo we’re making.
We decided that Sam’s friends would react to her relationship in a set way, which means their traits aren’t randomized like some of the other characters. This is mostly because it makes it easier to build a dramatic […]
week 4
This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]
week 4
This work I’ve been working on a lot of bugfixing. We noticed that the cloud was really buggy during the testing last week. So for me the highest priority was trying to fix this.
One of the bugs i found was that we used a rigidbody so that the cloud could collide with diagonally alligned platforms. We decided to disable it to fix a lot of these bugs. The only bug after this was that the cloud didn’t collide with platforms. […]
week 3
Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]
week 3
Hello
This week i’ve been working on animations for our lumi character. The specific animations i’ve been working on are the walking and running animations and idle animations. The first thing i was tasked to do was to blend the walking and running animations. For this i used the unity blend state in its animator window. I used the absolute value of the axis value of the left stick to decide the float value of the blend.
For the idle animations i […]