Browsing '2013': Students starting in 2013
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Week 3
So, week three will be about creating the boss A.I tree and how it will react to the player.
Naar’s boss was designed by the lead designer and his behavior tree designed by the lead programmer. He is meant to serve as a lord of the level (region) Mokhtar is traversing. When the player get to the throne room the boss is presiding, the boss is suppose to find Mokhtar (lock in), move a few metres forward, trash talk Mokhtar then […]
Tamarrion, post 4
This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]
Tamarrion, post 4
This week we’ve been focusing on putting together rigs and working on the lowpoly models for our main character and boss. The lowpoly version of the boss’s body mesh has been finished. No adjustments have been made to the design of this part of the character since last week’s highpoly report. Some time was dedicated this week to making sure the size of the boss’s armor won’t make it clip into his body while he moves. […]
Pre-alpha game testing day.
Yesterday we worked to get out individual tasks done, my tasks were to find a way of adding spells to the player properly, adding a marker to display what enemy or object was current being targeted and if i got time over, clean up the player blueprint event graph.
Adding the spells properly required working spells, (not really but it would make it easier to see if it was working) so i went straight to making a targeting marker. The way […]
Pre-alpha game testing day.
Yesterday we worked to get out individual tasks done, my tasks were to find a way of adding spells to the player properly, adding a marker to display what enemy or object was current being targeted and if i got time over, clean up the player blueprint event graph.
Adding the spells properly required working spells, (not really but it would make it easier to see if it was working) so i went straight to making a targeting marker. The way […]
Big Game Project Week 4
This week i have worked with UV mapping so the 2D artist could make textures for the props.
Here is a textured sign.
I have also continued on the boss mesh and it’s almost done.
I decided to make the beard it’s own mesh to start with and then attach it to the man mesh.
I tried first to just extrude it from the face mesh and work from there but that was more troublesome then i thought. But now it works a […]
Big Game Project Week 4
This week i have worked with UV mapping so the 2D artist could make textures for the props.
Here is a textured sign.
I have also continued on the boss mesh and it’s almost done.
I decided to make the beard it’s own mesh to start with and then attach it to the man mesh.
I tried first to just extrude it from the face mesh and work from there but that was more troublesome then i thought. But now it works a […]
Big Game Project Week 4
This week was the week where I was originally supposed to start building the level but due to complications with the programming of the splines, there was a change of plans.
Instead for this week I have been modelling some environmental assets. Partially some assets that I were supposed to have created last week but never got around to doing due to changes in what I had to by BlockIt […]
Big Game Project Week 4
This week was the week where I was originally supposed to start building the level but due to complications with the programming of the splines, there was a change of plans.
Instead for this week I have been modelling some environmental assets. Partially some assets that I were supposed to have created last week but never got around to doing due to changes in what I had to by BlockIt […]
Big Game Project – Post 2
Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]
Big Game Project – Post 2
Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]
BGP#3 – Filling Empty Spaces
Greetings!
This week has consisted of stones. There have been many iterations regarding stones, i.e. the floor and wall. I’m afraid I don’t have any screens of the different iterations, perhaps somewhere in the nether but nothing I feel like searching for, you’ll just have to take my word for it.
In the end things have turned out well. And we have decided to go for sandstone as the primary stone. And very big ones.
[…]
BGP#3 – Filling Empty Spaces
Greetings!
This week has consisted of stones. There have been many iterations regarding stones, i.e. the floor and wall. I’m afraid I don’t have any screens of the different iterations, perhaps somewhere in the nether but nothing I feel like searching for, you’ll just have to take my word for it.
In the end things have turned out well. And we have decided to go for sandstone as the primary stone. And very big ones.
[…]
Dance Dance!
As I said in my wall of text last time, I skinned and rigged the almost complete lowpoly-model of Tamarrion and sent it into motionbuilder to apply some animations so that we could test in the engine. This morning we managed to get both characters with the animations of the character we created during the last course applied to them sent to the coders to add into the Unity project.
This is what they did.
Dance Dance!
As I said in my wall of text last time, I skinned and rigged the almost complete lowpoly-model of Tamarrion and sent it into motionbuilder to apply some animations so that we could test in the engine. This morning we managed to get both characters with the animations of the character we created during the last course applied to them sent to the coders to add into the Unity project.
This is what they did.
Tamarrion Low-Poly
Yesterday I finished the work on the low-poly mesh of the character that I am working on. There may still need to be some adjustments to do on the main body but it is nearly complete and I added the boots and her face. The only thing left is her hair before moving on to create her armour pieces, I already started a bit with the leather corset that she will be wearing.
As I had already created a base mesh […]
Tamarrion Low-Poly
Yesterday I finished the work on the low-poly mesh of the character that I am working on. There may still need to be some adjustments to do on the main body but it is nearly complete and I added the boots and her face. The only thing left is her hair before moving on to create her armour pieces, I already started a bit with the leather corset that she will be wearing.
As I had already created a base mesh […]
Nothing much
A slow day today, I worked mainly on making a spell show up when a button was pressed and setting up cool downs for the sticks which empties the stick paths over time.
The most interesting things today was helping another programmer with his spell system which would only fire one spell and then stop working. In the end we concluded that he had set it up wrong and setting it back up fixed the issue. I also played around with […]
Nothing much
A slow day today, I worked mainly on making a spell show up when a button was pressed and setting up cool downs for the sticks which empties the stick paths over time.
The most interesting things today was helping another programmer with his spell system which would only fire one spell and then stop working. In the end we concluded that he had set it up wrong and setting it back up fixed the issue. I also played around with […]
BGP – Scrap Pirates – Week 3
For the third week of the Big Game Project, I’ve been finishing and saving the main rough animations for the first player character as sprite sheets, as well as begun cleaning some of the animation. I spent a bit longer than expected with the shoot-animation, though it turned out very simple in the end (only being two frames long). I did a couple of different tests with the character holding his arms in different positions to see what felt and […]
BGP – Scrap Pirates – Week 3
For the third week of the Big Game Project, I’ve been finishing and saving the main rough animations for the first player character as sprite sheets, as well as begun cleaning some of the animation. I spent a bit longer than expected with the shoot-animation, though it turned out very simple in the end (only being two frames long). I did a couple of different tests with the character holding his arms in different positions to see what felt and […]
Big Game Project – Week 3 – Level Design
We are now three weeks into production on our vertical slice for the Gotland Game conference. Our group consists of 7 people and the game we are making is called NAAR.
Most of my time so far has been spent on the level design. So I started by making some simple sketches on the layout after a few iterations I had something that was ready for the next step. I started to block out the level in 3ds max with simple meshes. I started with […]
Big Game Project – Week 3 – Level Design
We are now three weeks into production on our vertical slice for the Gotland Game conference. Our group consists of 7 people and the game we are making is called NAAR.
Most of my time so far has been spent on the level design. So I started by making some simple sketches on the layout after a few iterations I had something that was ready for the next step. I started to block out the level in 3ds max with simple meshes. I started with […]