Daily Archives: June 5, 2017

Sound of Life Blog #6

Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]

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Program: Graphics

Sound of Life Blog #6

Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]

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Program: Graphics

Sound of Life Blog #5

Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]

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Program: Graphics

Sound of Life Blog #5

Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]

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Program: Graphics

Sound of Life Blog #4

Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]

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Program: Graphics

Sound of Life Blog #4

Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]

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Program: Graphics

Last week

During the last week I worked close with the programmer and helped him with all the last work he needed and all the support he needed. I also made several smaller changes to the environment and swapped out several of the graphical placeholders for the scripted prefabs we were going to use in the final release. One of the changes I made to the map was to remove and block of the mountain as the map became to big and […]

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Program: Graphics

Last week

During the last week I worked close with the programmer and helped him with all the last work he needed and all the support he needed. I also made several smaller changes to the environment and swapped out several of the graphical placeholders for the scripted prefabs we were going to use in the final release. One of the changes I made to the map was to remove and block of the mountain as the map became to big and […]

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Program: Graphics

BGP – 3

It has been extremely busy couple of weeks so my blog updating hasn’t been the number one on my priority list. Last time, I explained about our characters for the game. This time, I want to write more about it!
Okay, the progress of creating characters for our game got very much easier when I found out that MakeHuman has website called MakeHumanCommunity where people share clothes that they have created for MakeHuman and they are easily downloaded into the program. […]

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Program: Graphics

BGP – 3

It has been extremely busy couple of weeks so my blog updating hasn’t been the number one on my priority list. Last time, I explained about our characters for the game. This time, I want to write more about it!
Okay, the progress of creating characters for our game got very much easier when I found out that MakeHuman has website called MakeHumanCommunity where people share clothes that they have created for MakeHuman and they are easily downloaded into the program. […]

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Program: Graphics

Week 8- winnig , menu and losing screen

This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning  screen if they want to retry the game or if they want to exit the game.
I used the same […]

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Program: Programming

Week 8- winnig , menu and losing screen

This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning  screen if they want to retry the game or if they want to exit the game.
I used the same […]

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Program: Programming

BGP – 2

This time I’m going to talk a little about our characters for the game. In the game we are planning to have five people that are missing, a bunch of rescue workers and citizens that roam around the streets. We have been working on the survivors since they happen to be the most crucial characters in the game.
Before the start of the course we had a conversation with our 3D teacher and she suggested that we used a program called […]

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Program: Graphics

BGP – 2

This time I’m going to talk a little about our characters for the game. In the game we are planning to have five people that are missing, a bunch of rescue workers and citizens that roam around the streets. We have been working on the survivors since they happen to be the most crucial characters in the game.
Before the start of the course we had a conversation with our 3D teacher and she suggested that we used a program called […]

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Program: Graphics

BGP – 1

I am working on my fellow classmate’s concept called Sound of Life for two months and I am going to post a couple of blogs where I explain about my part of the project and talk a little about possible stumbling blocks during the journey and how I manage to solve them.
So lets start with the simple question: What is Sound of Life?
Sound of Life is a first-person game where you play as a rescue worker and you are located […]

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Program: Graphics

BGP – 1

I am working on my fellow classmate’s concept called Sound of Life for two months and I am going to post a couple of blogs where I explain about my part of the project and talk a little about possible stumbling blocks during the journey and how I manage to solve them.
So lets start with the simple question: What is Sound of Life?
Sound of Life is a first-person game where you play as a rescue worker and you are located […]

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Program: Graphics

Eyes Align – Switching Engine to Ren’py

As the three first weeks of production came to a close, our attempts at using Unreal 4.0 as our game engine has been less fruitful than we expected, and as our alpha deadline draws close, a switch to something more suited for our project was deemed necessary.
Enter Ren’py, a game engine designed specifically for visual novels:
”Ren’Py is a visual novel engine – used by hundreds of creators from around the world – that helps you use words, images, and sounds […]

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Program: Programming

Eyes Align – Switching Engine to Ren’py

As the three first weeks of production came to a close, our attempts at using Unreal 4.0 as our game engine has been less fruitful than we expected, and as our alpha deadline draws close, a switch to something more suited for our project was deemed necessary.
Enter Ren’py, a game engine designed specifically for visual novels:
”Ren’Py is a visual novel engine – used by hundreds of creators from around the world – that helps you use words, images, and sounds […]

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Program: Programming

Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

Rune Mages – Play-testing

During the last week of the production we had cut out eight out of fifteen spells from the game which ment that a lot of the work I had done wasn’t going to be in the game. The time constraints finally caught up to us and we needed to start fixing bugs and not implement more features. During the final week I was almost exclusively play-testing our game to find bugs and other unwanted behavior. If there was a wanted […]

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Program: Graphics

Rune Mages – Play-testing

During the last week of the production we had cut out eight out of fifteen spells from the game which ment that a lot of the work I had done wasn’t going to be in the game. The time constraints finally caught up to us and we needed to start fixing bugs and not implement more features. During the final week I was almost exclusively play-testing our game to find bugs and other unwanted behavior. If there was a wanted […]

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Program: Graphics