Browsing '2012': Students starting in 2012
week 4
I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]
week 4
I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the week to design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began […]
Fmod
The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]
Fmod
The primary artifact I’ve been working on this week is to implement FMod studio support.FMod studio is a sound design tool for games that quite recently added support to Unity. FMod studio is not to be confused with the FMod library which Unity already uses internaly to play sounds. The primary use of FMod studio in this project is that we can add variables to what FMod studio calls “Events” the sound designer then uses these variables to […]
week 4
I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]
week 4
I started working on the grappling hook item for the game. The item was to be modeled in 3ds max following the concept skis of it that was made by one other artist. I started by creating the hook and from that I created the rope. The large bundle of rope that the player was going to hold was created separately and simple. After it was done we needed to figure out how much we needed to scale it. By […]
Big Game Project – Week 5
The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]
Big Game Project – Week 5
The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]
Big Game Project – Week 5
The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]
Big Game Project – Week 5
The logo has been (more or less) completed! There’s still some polish to be done – the bolt in the D needs some more definition, and there’s supposed to be some blue lightning bolts surrounding the text. Also that “chipped paint” effect needs to be better. But so far it’s looking pretty good!
I decided to use the robot’s color scheme because consistency is good! The reason I picked them for the robot is that red is a classic “racing color”, […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
Sneaky Ninja – Alpha bug hunt & items!
The first part of last week was spent on hunting down and eliminating some pretty nasty game breaking bugs in our code. We wanted to fix these bugs before we started working on the final feature we needed for our alpha, the items. Writing and reading about bug fixing is not very fun or interesting so I’ll tell you more about the second part of the week instead, where we implemented the three items we decided to use for our […]
Sneaky Ninja – Alpha bug hunt & items!
The first part of last week was spent on hunting down and eliminating some pretty nasty game breaking bugs in our code. We wanted to fix these bugs before we started working on the final feature we needed for our alpha, the items. Writing and reading about bug fixing is not very fun or interesting so I’ll tell you more about the second part of the week instead, where we implemented the three items we decided to use for our […]
Production week 5: A shot in the dark and Stealth
What have I done this week?
Playtesting
Playtesting
Added, removed and redesign cards
Playtesting
Play testing with new card type
“Stealth” is a new Card type have been tested this week. Its role is to create diversity in the game and also to reinforce the feeling of being an agent and create more player iteration. A stealth card have the text:“Stealth (Place this card in front of you upside down). Revel this card when X happens. Do action Y”An example of a Stealth card is […]
Production week 5: A shot in the dark and Stealth
What have I done this week?
Playtesting
Playtesting
Added, removed and redesign cards
Playtesting
Play testing with new card type
“Stealth” is a new Card type have been tested this week. Its role is to create diversity in the game and also to reinforce the feeling of being an agent and create more player iteration. A stealth card have the text:“Stealth (Place this card in front of you upside down). Revel this card when X happens. Do action Y”An example of a Stealth card is […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]