Daily Archives: May 9, 2017
Cleaning and optimizing
This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]
Cleaning and optimizing
This weeks’ blog will not be about the Human character, as the previous ones were, but will instead be about the Demon class. The Demon class was not as well planned and structured as other parts of the project. The reasson has been that no one has taken it as their field of work, which has made it into a class where codes got dumped into. I took the responsibility to clean it as the other members are busy with other code parts in the projects […]
How I greenscreen
Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!
To make a proper green screen I needed a few things.
A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images
The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]
How I greenscreen
Hello again!
Last week I managed to finish the puppets and that means that this week will be the week of After Effects!!
To make a proper green screen I needed a few things.
A big brightly green peace of cloth
Strong white lights with filters to blur the shadows
And a descent camera that I can trust give me sharp images
The greens screen process is easy in the sense that I only need to film my sense. But here I tried to make slow […]
BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]
BGP 2017 Fast Gear: Environment
Since a couple of weeks now while I’ve been busy with making the cars, Lucas, another graphical artist in my group, has been working on making most of the assets for the environment such as houses, trees as well as the racetrack itself. Since the beginning of this week, after I’ve done all of the cars we’re going to use for now (as well as a few other environmental assets), I’ve begun to put everything together as well as improving the lighting […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]
BGP 2017 – The pliers
The pliers are used to move the prosthetic from the furnace and to attach the prosthetic to the orc.
To use the pliers the goblins have to pick up one handle each. Each part of the pliers then follows the player. To pick something up with the pliers, the players must clamp it between the ends of the pliers.
The players must then move very carefully to not let up the pressure of the pliers, or it will let go of the […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
Veckoreflektion V.5-7 Fast Gear
Under dessa veckor har jag arbetat med olika delar av spelet. Dessa innefattar spelarstyrning, AI och dess beteende.
Det jag har arbetat med i spelarstyrning är att få den att kännas ”bra”, att ge styrningen en näst in till realistisk känsla med andra ord. Detta är högst individuellt vilket gör det svårt att få en generaliserad ”realistisk” känsla. Dock har vi i gruppen försökt att med jämna mellanrum speltestat för att se hur spelarstyrningen känns. Det som har ändrats på är hur bilen […]
Veckoreflektion V.5-7 Fast Gear
Under dessa veckor har jag arbetat med olika delar av spelet. Dessa innefattar spelarstyrning, AI och dess beteende.
Det jag har arbetat med i spelarstyrning är att få den att kännas ”bra”, att ge styrningen en näst in till realistisk känsla med andra ord. Detta är högst individuellt vilket gör det svårt att få en generaliserad ”realistisk” känsla. Dock har vi i gruppen försökt att med jämna mellanrum speltestat för att se hur spelarstyrningen känns. Det som har ändrats på är hur bilen […]
FAST GEAR Blog 2
Denna vecka som programmerare har jag fokuserat att utveckla ett slags positioning system där spelet känner av vilken bil som ligger först och vilken bil som ligger tvåa o.s.v. Vi har gemensamt i gruppen diskuterat vad som är den bästa lösningen för att göra ett sådant system och kommit fram till att vi måste sätta ut checkpoints runtom på banan och med hjälp av dom bestämma vem som leder. Det fungerar så att scriptet på dessa checkpoints skall känna av […]
FAST GEAR Blog 2
Denna vecka som programmerare har jag fokuserat att utveckla ett slags positioning system där spelet känner av vilken bil som ligger först och vilken bil som ligger tvåa o.s.v. Vi har gemensamt i gruppen diskuterat vad som är den bästa lösningen för att göra ett sådant system och kommit fram till att vi måste sätta ut checkpoints runtom på banan och med hjälp av dom bestämma vem som leder. Det fungerar så att scriptet på dessa checkpoints skall känna av […]
Week 5 First Animation (ever)
This week saw me taking my first steps into animation programming, resolving how to code to move a character according to input and the speed it was traveling.
Unity’s animation solution is a new type of challenge, but not entirely. It is mainly built up from State Machines https://www.techopedia.com/definition/16447/state-machine , something which a programmer might be more familiar with than an artist. What these boil down to are devices or programs that produce a certain type of output depending […]
Week 5 First Animation (ever)
This week saw me taking my first steps into animation programming, resolving how to code to move a character according to input and the speed it was traveling.
Unity’s animation solution is a new type of challenge, but not entirely. It is mainly built up from State Machines https://www.techopedia.com/definition/16447/state-machine , something which a programmer might be more familiar with than an artist. What these boil down to are devices or programs that produce a certain type of output depending […]
Camera design and programming
Hello everyone!
The last few weeks have been a lot about the camera design of our game, and programming it, so this post will explain why the camera is the way it is, and how it was programmed.
Camera design
At first we wanted to have a different camera angle for every event, and also that the camera should be static in its position, and straight up just use a look at function to follow the player. We quickly realized after a playtest that […]
Camera design and programming
Hello everyone!
The last few weeks have been a lot about the camera design of our game, and programming it, so this post will explain why the camera is the way it is, and how it was programmed.
Camera design
At first we wanted to have a different camera angle for every event, and also that the camera should be static in its position, and straight up just use a look at function to follow the player. We quickly realized after a playtest that […]
BGP Two: Making stuff glow.
Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.
This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]
BGP Two: Making stuff glow.
Today I created a shader in Shader Forge for making certain player-interactable objects glow, to help set them apart from the environment.
This was the end result. And now I’ll go over the process of creating this effect. Hopefully I can make myself understood!
First of all, I don’t understand how to do everything in shaders, so the first thing i did was to try and find a tutorial. I found this picture using google. The part I’m […]
Amenti week 5 BGP
Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]
Amenti week 5 BGP
Half the course is now almost done and the project is taking form. Art is starting to find its way into the game and the mechanics are pretty much done. This week was the alpha deadline and we were all working hard to make the game playable with an easy progression through the game.
New Blueprint
But first I fixed a blueprint so that we could use it more dynamically. The blueprint used to only be able to move a Pillar_BP reference […]
More textures
Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]
More textures
Because of the deadline for uploading screenshots and logos is tomorrow I’ve been starting to texture a lot so I have something to take screenshots of. Because of our game we need to make two textures for each model so it takes a bit longer to do. It’s a good thing we have photoshop because if it’s only color difference and not something else I can only do one in substance painter and then make the other one in photoshop […]