Browsing 'Game Design': Posts from either of the Game Design programs
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Big Game Project: Fourth week
Here is a screen-shot of a few entities I have created so far. I have come to a point where I can safely tell more in depth of my work as I am more secure about how I do things and I feel that I have enough quality in everything. I’ll tell a bit about my work process and more in depth of how Unreal Engine works and other programs that I use.
Photoshop
I Mainly use Photoshop as a tool […]
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
Day 14
Today I’m continuing work with the item gui support. I have an idea how I am to get the data between scenes. Apparently there’s a native function in Unity called “Player prefs” that might be suitable to our needs.
Though progress with the items have been temporarily halted as bugs in the existing code have been unveiled, and need to be fixed.
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
day 13
Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.
day 13
Today ended up being a half day as I got a splitting headache after Lunch.
I got started with the basic gui support for the game, but I didn’t get far due to the headache.
Slightly Coded – Potbellied King – Dev. Post 3
I forgot to write a post at the end of last week so this’ll have to do instead. Not that a lot happened on friday, turns out switching scenes in Unity is rather easy and it didn’t take longer than half an hour to get it right so there wasn’t actually much to talk about at that point.
As for today, I mostly researched how to take pictures with the kinect. I do find it funny that changing scenes is such […]
Slightly Coded – Potbellied King – Dev. Post 3
I forgot to write a post at the end of last week so this’ll have to do instead. Not that a lot happened on friday, turns out switching scenes in Unity is rather easy and it didn’t take longer than half an hour to get it right so there wasn’t actually much to talk about at that point.
As for today, I mostly researched how to take pictures with the kinect. I do find it funny that changing scenes is such […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]