Browsing '2012': Students starting in 2012
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 […]
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, […]
Big Game Project Week 4
This week I have mostly been working on the player animations. So I have decided how to blend and change between them so that they would look natural.
We removed some of the animations that were supposed to just transition in to the loop of the animation. For example we removed the start turn left animation but kept the turn left animation. So instead of using an animation to go in to the actual animation, we created blend trees in […]
Big Game Project Week 4
This week I have mostly been working on the player animations. So I have decided how to blend and change between them so that they would look natural.
We removed some of the animations that were supposed to just transition in to the loop of the animation. For example we removed the start turn left animation but kept the turn left animation. So instead of using an animation to go in to the actual animation, we created blend trees in […]
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
Animation marathon
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
This week has been mostly about animating. First of was “Snappy” our alligator snapping turtle boss. Two attacks and a walking animation as we’re doing on most of our characters. In the first attack he swings a huge mace one handed and the other attack is a ground stomp as shown below. I worked in Motionbuilder and uses as few keyframes as I could (as more always seems to mess it up) and make them as powerful as I could.
Animation marathon
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Warbreaking Point Weekly Round-up – April 18-25th
After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]
Warbreaking Point Weekly Round-up – April 18-25th
After a deserved Easter break together with my family, I’m now back on track with new mental energy for the Big Game Project. First of all, I have decided on a proper title for my game, which is “Warbreaking Point”. This was just something that I came up in my head while I was getting back from the Easter holiday.
Then, I’ll talk about what has also happened since the last post. Since that time, I’ve been looking into the Unity […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Fourth week of Big Game project
Time flies by and it is soon time to have an alpha presentation of our game. I would say that we are slightly behind schedule and that the next week will be critical in our development, but I still have complete faith in the team and that we will be able to catch up and present a complete alpha with all our features in the game.
This week I have worked on a fog of war system for the game. […]
Week 4, E.R.A, Daniel Svensson
This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]
Week 4, E.R.A, Daniel Svensson
This week has been intriguing to say the least, we are deep into the production and almost half the time has passed and what have we to show for ourselves, what have we accomplished?
The short answer is: We have nothingThe long answer is: We have 70% of the game.
This might sound confusing so let me elaborate on why that is, we have spent a lot of time just getting the basics of the game functional. We have the champions map, […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]
Temple of Light
Temple of light, a first person puzzle game where the player use mirrors to direct light in order to finish the puzzles.
I, Charlie Claesson is the producer of Parhelion Entertainment, the group behind Temple of Light. I’m primarly a 3D artist as well, creating assets for the game when i have the time. Here’s a summary of the current 3 weeks that have past.
Week 1
Project start
I started to quickly create and design a SCRUM to use for our game development […]