Browsing '2013': Students starting in 2013
Scrap Pirates – Big Game Project – Blog Post #5
This week I worked on another AI, very similar to how the Caterpillar works.
This was however an AI for the enemy called “Incinerator”. It will have a set ground where it can move back and forth, and when a player is close, it will start chasing the player with its furnace hatch open.
A screenshot from the game where you can see the incinerator.
Some problems with this AI was that it looked weird when it stopped chasing the player as […]
Scrap Pirates – Big Game Project – Blog Post #5
This week I worked on another AI, very similar to how the Caterpillar works.
This was however an AI for the enemy called “Incinerator”. It will have a set ground where it can move back and forth, and when a player is close, it will start chasing the player with its furnace hatch open.
A screenshot from the game where you can see the incinerator.
Some problems with this AI was that it looked weird when it stopped chasing the player as […]
BGP#6 – Crunch Week
Greetings!
Lets just open with this video:
I’m tired but still want to work even more on this game. This week there has been a lot to do, since the trailer was to be completed today and will be one of the first things people will see of our game.
So this week I’ve worked on textures and spell effects as well as animating a ton of gifs to showcase our models and effects. But boy has it been fun. Many a late […]
BGP#6 – Crunch Week
Greetings!
Lets just open with this video:
I’m tired but still want to work even more on this game. This week there has been a lot to do, since the trailer was to be completed today and will be one of the first things people will see of our game.
So this week I’ve worked on textures and spell effects as well as animating a ton of gifs to showcase our models and effects. But boy has it been fun. Many a late […]
Tamarrion Trailer
The trailer for Tamarrion is finally out!
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
Warpers – Unreal Saving and Loading
I’m currently taking the course Big Game Project at Uppsala University – Campus Gotland, where the goal is to have, after 10 weeks, a working vertical slice of a game which might have the potential to become a product worth selling at a later stage.
We’re now one week from exhibiting Warpers at the Gotland Game Conferance weeks into the production of the game Warpers and this time I’ll write a little about how we save and […]
BGP 2015 – sixth week: Development issues
Hello!
This week I started by giving the camera some simple movement behavior. Basically I make it follow the player’s position (with a certain offset) and rotation though somewhat slowly so that it’s movement becomes more smooth rather than sudden and jerky. I am mainly making use of ‘Slerp’ and ‘SmoothDamp’ for the camera’s movement.
I’ve also managed to get the direction correction for the movement to work as intended. What I had missed was that I needed to make use of conversion between […]
BGP 2015 – sixth week: Development issues
Hello!
This week I started by giving the camera some simple movement behavior. Basically I make it follow the player’s position (with a certain offset) and rotation though somewhat slowly so that it’s movement becomes more smooth rather than sudden and jerky. I am mainly making use of ‘Slerp’ and ‘SmoothDamp’ for the camera’s movement.
I’ve also managed to get the direction correction for the movement to work as intended. What I had missed was that I needed to make use of conversion between […]
BGP Week 5 – Character Skinning and Texturing
For week 5 of 7 in this project, my main focus was on the character, working on skinning, UV-mapping and texturing. Rigging and quick skinning had already been done, and since we use APEX Cloth for a big portion of the character, the primary area that needed work was the face. Mainly opening the eyes and mouth were prioritized.
Although a bit difficult to see, here is the facial rig I made. It’s rather simple, since we wouldn’t have time […]
BGP Week 5 – Character Skinning and Texturing
For week 5 of 7 in this project, my main focus was on the character, working on skinning, UV-mapping and texturing. Rigging and quick skinning had already been done, and since we use APEX Cloth for a big portion of the character, the primary area that needed work was the face. Mainly opening the eyes and mouth were prioritized.
Although a bit difficult to see, here is the facial rig I made. It’s rather simple, since we wouldn’t have time […]
Week 7: Scrap Pirates, one week left before GGC!
Hello! Week 7 has just passed and Gotland Game Conference is in just one week. A couple of weeks back we decided to cut back on a couple of features like upgrade system, some enemies, multiple levels, among other things, and I feel like that was a good decision because otherwise we would be up to our necks in half-done things and nothing would probably feel finished for GGC.
As I mentioned the last time I had one bigger problem to […]
Week 7: Scrap Pirates, one week left before GGC!
Hello! Week 7 has just passed and Gotland Game Conference is in just one week. A couple of weeks back we decided to cut back on a couple of features like upgrade system, some enemies, multiple levels, among other things, and I feel like that was a good decision because otherwise we would be up to our necks in half-done things and nothing would probably feel finished for GGC.
As I mentioned the last time I had one bigger problem to […]
Tamarrion, post 7
This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.
Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]
Tamarrion, post 7
This week I’ve been cleaning our motion capture recordings and preparing them for implementation into the engine. I’ve also been working on the trailer for our game.
Getting the animations for our main character ready had higher priority than the boss, as the main character had no satisfactory placeholder animations, while the boss is presentable with its current set of placeholder movements. The trailer for our game also needs to be in by tomorrow, so we wanted to make sure our […]
BGP – Asset Making
Hi!!
This week has been about filling out the world with 3D graphical assets, maing the game feeling more complete in for GGC. The assets do all follow the Style Guide made by Valdemar, our lead artist. Assets were made in two groups; assets on track and assets off track.
So, first off I will show the on track assets:
Boosters gives the player more speed, and will be placed on the track with a type of hologram that the player […]
BGP – Asset Making
Hi!!
This week has been about filling out the world with 3D graphical assets, maing the game feeling more complete in for GGC. The assets do all follow the Style Guide made by Valdemar, our lead artist. Assets were made in two groups; assets on track and assets off track.
So, first off I will show the on track assets:
Boosters gives the player more speed, and will be placed on the track with a type of hologram that the player […]
BGP Week 7: Beta
Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]
BGP Week 7: Beta
Crunch, crunch, crunch. This week was beta week, and we had been working late to get as much done as possible, some days as late as 2 am. We have accomplished more this week than during any previous week. Personally I animated the ghoul character and painted more textures than I can count. However, there is still much that has to be done. There environment is near completion, but the character texture might require a repaint, spells need more impact […]
4 weeks of production!
Hello again! I have been quite for about 4 weeks now. This is because Ii have been too busy with the project. I have decided to merge 4 weeks of blog posts into one long one. I have split the post in to 3 parts. Each part is a key thing I have been working on.
Starting from the start again
We were having a lot of trouble making the back part of our pods (pods will be called Beast in […]
4 weeks of production!
Hello again! I have been quite for about 4 weeks now. This is because Ii have been too busy with the project. I have decided to merge 4 weeks of blog posts into one long one. I have split the post in to 3 parts. Each part is a key thing I have been working on.
Starting from the start again
We were having a lot of trouble making the back part of our pods (pods will be called Beast in […]
Big Game: Week 6
Hello!
This week I have worked on creating 3D models for the race track. I a wide version of the track, walls for the side of the track, a connection piece between the wide and the standard size of the track, and a piece for signaling the end of a piece of track. I also textured all of the pieces which I made. I made the start menu for the game.
Since we are going to use a modular track we need […]
Big Game: Week 6
Hello!
This week I have worked on creating 3D models for the race track. I a wide version of the track, walls for the side of the track, a connection piece between the wide and the standard size of the track, and a piece for signaling the end of a piece of track. I also textured all of the pieces which I made. I made the start menu for the game.
Since we are going to use a modular track we need […]