Browsing '2012': Students starting in 2012
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
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 […]
5th Week of Big Game (Week 19)
This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.
I have also kept adding things on the […]
5th Week of Big Game (Week 19)
This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.
I have also kept adding things on the […]
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
Week 5 BGP
During last week I kept on working with the animations, mainly the main menu animations, they are not quite finished so I will have to work on them for a bit this week as well, I also tweaked some of the older animations such as when the character is in the air.
When in the main menu the character will be laying on the ground making sudle movements and from time to time larger movements such as trying to lift himself […]
Week 5 BGP
During last week I kept on working with the animations, mainly the main menu animations, they are not quite finished so I will have to work on them for a bit this week as well, I also tweaked some of the older animations such as when the character is in the air.
When in the main menu the character will be laying on the ground making sudle movements and from time to time larger movements such as trying to lift himself […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]