Browsing '2013': Students starting in 2013
Scrap Pirates – Week 5
Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]
Scrap Pirates – Week 5
Greetings!
I hope the red day of May 1st is a good one. Myself, I’m sitting in school, painting rust!
This week I have made the top extension backgrounds and keep my fingers crossed that I now am finished with the background tiles. I have now started making decals to place on the walls to create some more variation and life i the background. I managed to figure out how to animate my fan/turbine asset and am now studying dirt, rust and […]
BGP – Week 3 – New Character
During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]
BGP – Week 3 – New Character
During the first weeks, since we didn’t want to use Unreals standard blue character but wanted to get the feel in rather quickly, we used a character I had previously made for class. With Alpha coming up however, it was time to switch it out for the actual character, which, obviously, meant creating it. Me and our Creative Director (Alex Untoro), sat down and had a thorough discussion on exactly how we wanted this character to look. Probably the biggest, […]
Atmosphere in Warpers – Big Game Project
In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.
The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]
Atmosphere in Warpers – Big Game Project
In order to create the sense of depth in the space levels of the game “MSSP”, a parallax effect is used. This way the planets and/or celestial bodies that are closer to the camera seem to move faster than the distant ones. The movements of planets and stars seem more natural and interesting compared to if they were to all move at the same speed.
The level set up for the blue/green theme of MSSP
However, the parallax effect was not […]
Past Alpha
As of today we are past the Alpha, at moment of writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]
Past Alpha
As of today we are past the Alpha, at moment of writing we haven’t technically been approved but our showing worked well enough even though the combinations of spells within Harakat didn’t get shown. But i get ahead of myself. The last two days have been filled with small fixes and putting together an alpha-worthy version. Other than a bunch of small fixes and tweaks i have been setting up a system for being able to add a number of […]
Big Game Project, Week 3 – Serialisation and Character Selection
Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]
Big Game Project, Week 3 – Serialisation and Character Selection
Hi,
This week has been about finishing up the character selection (the programming part) and figuring out how to save and load a game since we will be able to unlock characters we kill in our game so we needed some way to track that as well as all the regular data that needs to be saved like stats on your character and such.
Now the player can choose a character, click the new game button and can then add a name […]
A good day for combos
Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]
A good day for combos
Today was a good day, for me at least there was some issues with setting up the project synchronization since we hit the size cap on out Sourcetree repository.
I have now finally managed to perform a spell the intended way, by holding the right trigger and moving the stick up and quarter circle down right. After Friday’s experiments and some testing this morning we concluded that changing the variable ‘current Spell’ in the spell system included in the player was […]
Week 2 of Big Game Project – Making progress
I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.
So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]
Week 2 of Big Game Project – Making progress
I’ve now entered week 2 of production for our project and some good progress have been made. Firstly, we finally settled on a name for the game. After a lot of indecision and a few rounds of voting we ended up with TwinShift as a name.
So what have I been doing this week? I’ve worked on several things including a skybox, environment and tracks. Let’s start with the skybox. We needed a skybox for the game that reflected the game […]
Scrap Pirates – Big Game Project – Blog Post #2
During the Alpha game testing a lot of helpful feedback was received. Right now, the biggest problem is with the magnetism not being controllable enough. I am not yet sure of how to solve this problem, but hopefully a solution will be found next week.
One change t that has been made to make the magnetism more controllable is that the player can now adjust the size of the magnetic field. This depends on how much the left or right trigger is […]
Scrap Pirates – Big Game Project – Blog Post #2
During the Alpha game testing a lot of helpful feedback was received. Right now, the biggest problem is with the magnetism not being controllable enough. I am not yet sure of how to solve this problem, but hopefully a solution will be found next week.
One change t that has been made to make the magnetism more controllable is that the player can now adjust the size of the magnetic field. This depends on how much the left or right trigger is […]
BGP – Magnetic Objects
This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.
The Magnetic Objects of Scrap Pirates
First of all the […]
BGP – Magnetic Objects
This week I worked on a number of things, ranging from the game’s Health-pickups to additional assets for the level. What I chose to focus a bit on however was the Magnetic Objects. These are quite a fundamental part of Scrap Pirates since the game is built around using magnetism to interact with each other (since the game is 2 player co-op) as well as these objects in the surroindings.
The Magnetic Objects of Scrap Pirates
First of all the […]
BGP 2015 – thrid week, minor crisis & Pre-Alpha
Hello.
This week the only other programmer in our group had to drop out due to personal reasons. This left us in a minor crisis since I am the only programmer in the group now, though one of the other team members know some basic C# scripting in Unity3D which will hopefully help me somewhat. The focus this week was to get a pre-alpha build ready for play testing.
I’ve abandoned using ‘actual’ hovering on the vehicles for now in favor […]
BGP 2015 – thrid week, minor crisis & Pre-Alpha
Hello.
This week the only other programmer in our group had to drop out due to personal reasons. This left us in a minor crisis since I am the only programmer in the group now, though one of the other team members know some basic C# scripting in Unity3D which will hopefully help me somewhat. The focus this week was to get a pre-alpha build ready for play testing.
I’ve abandoned using ‘actual’ hovering on the vehicles for now in favor […]
Big Game Project: Week Three
For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.
Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]
Big Game Project: Week Three
For the third week of production my work has been on mainly assisting the art department with constructing the environment of our first map to go along with the level for GGC. It was decided that a 3D Skybox would be most suitable to provide an optimised visualization for the world surrounding the course.
Inspiration was mostly taken from its name – Spectre – along with mood board artwork to get a broad sense of what tone and feel the map […]
Big Game Project; Week 4
For this week I planned a Pre-Alpha for our group in order to help us stay ahead of schedule. And for the alpha until the final stage we need to have our main features implemented.
The features that need to ready for this week, which also are our priorities for the whole game and our goal for GGC are:
Gesture magic, you move the analog controllers in a pattern to conjure magical spells.
Combining magic: After casting a spell onto the field which has a […]
Big Game Project; Week 4
For this week I planned a Pre-Alpha for our group in order to help us stay ahead of schedule. And for the alpha until the final stage we need to have our main features implemented.
The features that need to ready for this week, which also are our priorities for the whole game and our goal for GGC are:
Gesture magic, you move the analog controllers in a pattern to conjure magical spells.
Combining magic: After casting a spell onto the field which has a […]