Browsing '2012': Students starting in 2012

Week 4

This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]

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Program: Graphics

Week 4

This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]

/ Comments Off on Week 4
Program: Graphics

Week 4

This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]

/ Comments Off on Week 4
Program: Graphics

Week 4

This week has been interesting and slightly frustrating. I had to start prioritize the graphical assets so we could start getting the important assents into our game.
We got some feedback on our graphical assets, primarly the mirrors used in our game: They needed a redesign. The static and dynamic mirror looked so alike, that the player couldn’t distinguish them apart, which caused some confusion according to our testers. I took the task to redesign the static mirror, as well the […]

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Program: Graphics

4th Week of Big Game (Week 18)

This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]

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Program: Graphics

4th Week of Big Game (Week 18)

This week we worked hard to get ready for the testing session we had this friday. I decorated my map so it would look pretty for the testers. I had to be careful where I placed decorations, so people wouldn’t ride into them. I also placed lights, this was a challange, because you need to lead the way with lights, but I also wanted to lit up cool stuff in the world, that ofcourse led to some problems, because players […]

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Program: Graphics

Fourth Week of Big Game Project

The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]

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Program: Graphics

Fourth Week of Big Game Project

The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]

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Program: Graphics

Checkpoints and more Networking

Another week has passed and the last week there has been alot of little things to do.First of the Network HUD I talk’ed about last week was put on hold for more importent single player features and fixes. Oh and we changed the name from Open Circuit to Defunct
Checkpoints
I’ve redone the respawning system since Robert thought it would be cool to go into this sort of overview where you could toggle between all visited checkpoints and respawn at a selected […]

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Program: Programming

Checkpoints and more Networking

Another week has passed and the last week there has been alot of little things to do.First of the Network HUD I talk’ed about last week was put on hold for more importent single player features and fixes. Oh and we changed the name from Open Circuit to Defunct
Checkpoints
I’ve redone the respawning system since Robert thought it would be cool to go into this sort of overview where you could toggle between all visited checkpoints and respawn at a selected […]

/ Comments Off on Checkpoints and more Networking
Program: Programming

Fourth Week of Big Game Project

The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]

/ Comments Off on Fourth Week of Big Game Project
Program: Graphics

Fourth Week of Big Game Project

The fourth week of big game project has ended and we have gotten a lot of things done.
I personally have been taken a deeper look into the unity particle system and also made some assets for the level designers to use.
I will be talking about the Ramp Building Kit in this post.
Since we need smooth surfaces for the player to ride upon the logical solution was to let the level designers make the ramps and pipes the way they wanted […]

/ Comments Off on Fourth Week of Big Game Project
Program: Graphics

First Alpha build

Last week we worked on the first alpha build. Basic mechanics such as eating berries, interacting with wolves and fishes are in. Graphics are coming along pretty neatly as well.
Early screenshot of the content of the game
The ai for the wolves and fishes have been a bit sketchy and will have to be iterated this week. We also have to exchange the hitboxes to raycasting, it is so much more reliable and efficient.
But all in all I feel that […]

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Program: Programming

First Alpha build

Last week we worked on the first alpha build. Basic mechanics such as eating berries, interacting with wolves and fishes are in. Graphics are coming along pretty neatly as well.
Early screenshot of the content of the game
The ai for the wolves and fishes have been a bit sketchy and will have to be iterated this week. We also have to exchange the hitboxes to raycasting, it is so much more reliable and efficient.
But all in all I feel that […]

/ Comments Off on First Alpha build
Program: Programming

First Alpha build

Last week we worked on the first alpha build. Basic mechanics such as eating berries, interacting with wolves and fishes are in. Graphics are coming along pretty neatly as well.
Early screenshot of the content of the game
The ai for the wolves and fishes have been a bit sketchy and will have to be iterated this week. We also have to exchange the hitboxes to raycasting, it is so much more reliable and efficient.
But all in all I feel that […]

/ Comments Off on First Alpha build
Program: Programming

First Alpha build

Last week we worked on the first alpha build. Basic mechanics such as eating berries, interacting with wolves and fishes are in. Graphics are coming along pretty neatly as well.
Early screenshot of the content of the game
The ai for the wolves and fishes have been a bit sketchy and will have to be iterated this week. We also have to exchange the hitboxes to raycasting, it is so much more reliable and efficient.
But all in all I feel that […]

/ Comments Off on First Alpha build
Program: Programming

Third Week of development! Alpha here we come

So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]

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Program: Programming

Third Week of development! Alpha here we come

So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]

/ Comments Off on Third Week of development! Alpha here we come
Program: Programming

Hands everywhere

So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.

 
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.

April 27, 2014 / Comments Off on Hands everywhere
Program: Graphics

Hands everywhere

So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.

 
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.

April 27, 2014 / Comments Off on Hands everywhere
Program: Graphics

Third Week of development! Alpha here we come

So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]

/ Comments Off on Third Week of development! Alpha here we come
Program: Programming

Third Week of development! Alpha here we come

So the third week of development has come and passed. While we haven’t been quite successful reaching a full alpha stage, but we have all the basic features basically done, if not in a really playable state. My work has mostly be producer material. I started the week by setting up a meeting with myself and the lead designer to figure out some kinks in our design. My concern was that
1. We did not have a universal picture of how […]

/ Comments Off on Third Week of development! Alpha here we come
Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

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Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

/ Comments Off on Mechropolis: Grab & throw
Program: Programming