Browsing '2012': Students starting in 2012
Final sprint for GGC
Next weeks is GGC, and I’m now on the last sprint for the prototype that will be shown at the GGC show floor.
And how far have I come with the prototype? Well, I’m basically done with it. All the systems are now functional and almost everything graphics related is implemented. The thing that is left for me to work on a fog-of-war system, add some particle effects, fix a few bugs, change a few numbers in the code, and then […]
Final sprint for GGC
Next weeks is GGC, and I’m now on the last sprint for the prototype that will be shown at the GGC show floor.
And how far have I come with the prototype? Well, I’m basically done with it. All the systems are now functional and almost everything graphics related is implemented. The thing that is left for me to work on a fog-of-war system, add some particle effects, fix a few bugs, change a few numbers in the code, and then […]
Big Game Project: seventh week
This has been one of the most hectic weeks of our production, as we thought the Beta was earlier than it actually was. Some of us sat up all night trying to finishing up some of the ”last” touches of our levels. It was not pleasant to hear that we had worked those insane hours almost for nothing. After that we who had worked so late took a brake the rest of the weekend. Even though I thought to myself […]
Big Game Project: seventh week
This has been one of the most hectic weeks of our production, as we thought the Beta was earlier than it actually was. Some of us sat up all night trying to finishing up some of the ”last” touches of our levels. It was not pleasant to hear that we had worked those insane hours almost for nothing. After that we who had worked so late took a brake the rest of the weekend. Even though I thought to myself […]
Big Game Project: seventh week
This has been one of the most hectic weeks of our production, as we thought the Beta was earlier than it actually was. Some of us sat up all night trying to finishing up some of the ”last” touches of our levels. It was not pleasant to hear that we had worked those insane hours almost for nothing. After that we who had worked so late took a brake the rest of the weekend. Even though I thought to myself […]
Big Game Project: seventh week
This has been one of the most hectic weeks of our production, as we thought the Beta was earlier than it actually was. Some of us sat up all night trying to finishing up some of the ”last” touches of our levels. It was not pleasant to hear that we had worked those insane hours almost for nothing. After that we who had worked so late took a brake the rest of the weekend. Even though I thought to myself […]
World Map Interface
Tiny update during all the work that is left to do before next week’s game conference (GGC in short)!Today most of the work load has been to design a interface for the world map.The first image illustrates how that particular screen was originally …
World Map Interface
Tiny update during all the work that is left to do before next week’s game conference (GGC in short)!Today most of the work load has been to design a interface for the world map.The first image illustrates how that particular screen was originally …
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Last week
Last week didn’t offer much to work on the 3D area of the game, as most of the assets that is needed for the game has been done. However the game was still missing certain effects that would be needed in order to make the player get the aesthetic feel we want them to feel.
For the water room, i created a waterfall that would simple just show a flow of water that hits a surface and water drops scatter. The cascade […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Beta week
I’ve been working even more on the terrain. I’ve started to fill up the higher part of the terrain with vegetation. The lower part is nearly done. I’ve said that I will fill up the whole terrain and then iterate on the places that need it rather than doing an area 100% perfect from the beginning. Just want the whole terrain done…
The upper part is almost done; I have been placing trees, rocks, grass, textures and even height differences to […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]