Browsing '5SD037': Big Game Project
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 […]
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 […]
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, […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
The wolves are walking!
Today has been the deadline for our Alpha. The official Alpha is however one week to go but our group wanted the Alpha to be finished today and that means we need walking wolves!
Needless to say, I have been working with the wolf animations this week and it has been focusing on Run, Attack, eat and Howl.
When I worked on the attack animation I first was planning to make them bite and stand their ground but later changed it to […]
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 […]
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. […]