Browsing '2012': Students starting in 2012
Big Game Project (week4)
This week flew by way too fast and I haven’t got that much work done as I hoped, biggest reason for that is because I laid in bed the first two days and felt so bad I couldn’t do anything. But when I finally got up on my feet I found my way to the computer and continued where I left of.
I continued on the sketches I made last week and finished the front design of them, but when I’ve […]
Big Game Project (week4)
This week flew by way too fast and I haven’t got that much work done as I hoped, biggest reason for that is because I laid in bed the first two days and felt so bad I couldn’t do anything. But when I finally got up on my feet I found my way to the computer and continued where I left of.
I continued on the sketches I made last week and finished the front design of them, but when I’ve […]
NGUI – Big Game Project
This week, I have spent some time cleaning up a lot of code to make it more readable for others and fixing a lot of bugs. In our card game there are three main piles where cards go trough each turn. The main deck, the hand and the discard pile. Players draw cards and put them in to their hands and then discards them by playing them and when the deck has no cards, the discard pile is shuffled in to the deck again. We had […]
NGUI – Big Game Project
This week, I have spent some time cleaning up a lot of code to make it more readable for others and fixing a lot of bugs. In our card game there are three main piles where cards go trough each turn. The main deck, the hand and the discard pile. Players draw cards and put them in to their hands and then discards them by playing them and when the deck has no cards, the discard pile is shuffled in to the deck again. We had […]
Pre Alpha Coding
This week I have been working mostly on finishing smaller programming tasks in order to get our first alpha build of the game up and running. I also created the base for our item selection system, where the player can select up to three items to take with him/her into the level.
Item selection system with placeholder graphics.
The item selection system lets you choose up to three items from the database of items at the top of […]
Pre Alpha Coding
This week I have been working mostly on finishing smaller programming tasks in order to get our first alpha build of the game up and running. I also created the base for our item selection system, where the player can select up to three items to take with him/her into the level.
Item selection system with placeholder graphics.
The item selection system lets you choose up to three items from the database of items at the top of […]
NGUI – Big Game Project
This week, I have spent some time cleaning up a lot of code to make it more readable for others and fixing a lot of bugs. In our card game there are three main piles where cards go trough each turn. The main deck, the hand and the discard pile. Players draw cards and put them in to their hands and then discards them by playing them and when the deck has no cards, the discard pile is shuffled in to the deck again. We had […]
NGUI – Big Game Project
This week, I have spent some time cleaning up a lot of code to make it more readable for others and fixing a lot of bugs. In our card game there are three main piles where cards go trough each turn. The main deck, the hand and the discard pile. Players draw cards and put them in to their hands and then discards them by playing them and when the deck has no cards, the discard pile is shuffled in to the deck again. We had […]
Big Game Project – Week 3&4
I didn’t write a blog post last week cause it was holiday and I forgot about it after travelling home during the weekend, but I’ll make a double one now.
I feel like development slowed down somewhat after the first two weeks, but I believe this is mainly because of the earlier programming being such huge features in the game and every small task meant progress and impact in the current build of the game. For example every couple of hours […]
Big Game Project – Week 3&4
I didn’t write a blog post last week cause it was holiday and I forgot about it after travelling home during the weekend, but I’ll make a double one now.
I feel like development slowed down somewhat after the first two weeks, but I believe this is mainly because of the earlier programming being such huge features in the game and every small task meant progress and impact in the current build of the game. For example every couple of hours […]
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
Weekly update week 4
This week I’ve been doing several things, but the most difficult task in my eyes was to do a slight rewrite of another persons class. It’s not that the code that I had to rewrite was bad from the start, it’s just that it was writtenwith singleplayer in mind and we’re doing a multiplayer game where the server is doing all the calculations. This task was about getting the Commander to work, which is the last piece of the puzzle […]
Weekly update week 4
This week I’ve been doing several things, but the most difficult task in my eyes was to do a slight rewrite of another persons class. It’s not that the code that I had to rewrite was bad from the start, it’s just that it was writtenwith singleplayer in mind and we’re doing a multiplayer game where the server is doing all the calculations. This task was about getting the Commander to work, which is the last piece of the puzzle […]
Big Game Project – Week 3&4
I didn’t write a blog post last week cause it was holiday and I forgot about it after travelling home during the weekend, but I’ll make a double one now.
I feel like development slowed down somewhat after the first two weeks, but I believe this is mainly because of the earlier programming being such huge features in the game and every small task meant progress and impact in the current build of the game. For example every couple of hours […]
Big Game Project – Week 3&4
I didn’t write a blog post last week cause it was holiday and I forgot about it after travelling home during the weekend, but I’ll make a double one now.
I feel like development slowed down somewhat after the first two weeks, but I believe this is mainly because of the earlier programming being such huge features in the game and every small task meant progress and impact in the current build of the game. For example every couple of hours […]
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
Ready for Alpha – Week 3
The Alpha is ready to go, we’re implemented the key features for the tutorial at the beginning of the game.
The main assignment I’ve had this week was to fill the terrain with vegetation, placing trees, rocks, blueberry bushes, mushrooms, grass and initial textures.
It has been a diffucult job, although I didn’t think through where to put every asset because it is the alpha. I will.. later in the process place the environment assets more thought out across the terrain, thinking […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
A Slow “Big Game Project” Week
This week passed by really fast and not much work was done. First two days I finished UV-texturing the commander him self (not the building) and I was really pleased by the final results but then I was assigned a new task, to 3D-model a fountain. At each teams base there is supposed to be some sort of holy sculpture of a troll healing the players close to it.
I started of modeling it and finishing the UV-texture. I even made […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
ERA – Week 4 of Production
This has been another tough week with much of the focus going towards trying to fix malfunctions and crashes in unity. Monday my entire game inexplicably crashed after I entered the game scene, we found no clue to the cause of this, and everything was working fine on the other ends of the project so what I ended up doing was removing the entire project, after making a backup, and then download it again from the asset server, manually copying and […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]
Big game project – E.R.A – Eternal Resonance : Arena – Post 2
Our work on the graphical part of ERA has been running smooth, the other two has been working really swift and so we’ve gotten a lot of the content checked off our list. Almost all models for the game is done and now on we will have a lot of texturing and particle effects to create. After the quality time with the graphics teachers we came to the conclusion that i had to write a style guide for our game, […]