Browsing '5SD037': Big Game Project
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Props, everywhere props!
Last week I did a lot of props, aka models and alpha planes to make the map more visually pleasing. First of I did the pine cone huts for the forest creeps. Unfortunately I did the first version more complicated than needed and with an edge-flow that frankly was horrible. Not only that but when doing the high poly model I went a little crazy pulling out geometry where there was none on the low poly. So, the high poly […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Week 6
I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]
Rearranging the puzzles
Our main idea was to make two different levels. The one we started on was meant to be the second one,the factory level. The first one would work like a tutorial level to present the different robots and solutions for the player and would be a city area. Apart from makin meshes, I have spent the last weeks designing the different puzzles and rooms for this set up, but by the end of last week we realised that we wouldn’t be able […]
Week 7 of Big Game Project
A late post for last weeks work, but better late than never 🙂
So we are rounding up for GGC, getting our last assets done and some small fix and changes.
I have primaraly been working on particle effects this week to help indicate the gain of speed. I have also done some menu stuff like buttons and background for different menu states.
the particle effects i created this week was a ”wind blowing past at high speed” effect, an exhaust effects for […]
Week 7 of Big Game Project
A late post for last weeks work, but better late than never 🙂
So we are rounding up for GGC, getting our last assets done and some small fix and changes.
I have primaraly been working on particle effects this week to help indicate the gain of speed. I have also done some menu stuff like buttons and background for different menu states.
the particle effects i created this week was a ”wind blowing past at high speed” effect, an exhaust effects for […]
Big Game Project – Week 7 (We’re getting close!)
This week I’ve been finishing the props I started on last week. Now we have a lot of “post-apocalypse”-like junk to decorate the levels with. The environments are looking so much better now that they have some history to them! I would have loved to be able to spend more time on them, but time is not something we have a whole lot of right now, so the textures are very basic, although they still fit nicely within our visual […]
Big Game Project – Week 7 (We’re getting close!)
This week I’ve been finishing the props I started on last week. Now we have a lot of “post-apocalypse”-like junk to decorate the levels with. The environments are looking so much better now that they have some history to them! I would have loved to be able to spend more time on them, but time is not something we have a whole lot of right now, so the textures are very basic, although they still fit nicely within our visual […]
Seventh week of Big Game project
This week I have worked on a lot of different artifacts. There has been a lot that have needed bug fixing and I had to take care of that. The first thing I started working on was fixing our experience system because it did not update on the network. For some reason I got a null reference error when I was using children of a gameobject so to fix this I made the children into their own gameobjects and the […]
Seventh week of Big Game project
This week I have worked on a lot of different artifacts. There has been a lot that have needed bug fixing and I had to take care of that. The first thing I started working on was fixing our experience system because it did not update on the network. For some reason I got a null reference error when I was using children of a gameobject so to fix this I made the children into their own gameobjects and the […]
Week 7 E.R.A Daniel Svensson
If last week was the week of technical issues, this week has been the week of lost time.
When you are both the producer and the game designer sometimes it feels like you get lost in translation and that is what happened this week. I usually log my time everyday on what I have been working on but now when I look at my log I realized have not actually written anything down except on Monday and this is what I wrote:
If last week was the week of technical issues, this week has been the week of lost time. When you are both the producer and the game designer sometimes it feels like you get lost in translation and that is what happened this week. I usually log my time everyday on what I have been working on but now when I look at my log I realized have not actually written anything down except on Monday and this is what I wrote:Week 7 E.R.A Daniel Svensson
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
ERA – Week 7 of Production
This week I mainly worked on a myriad of smaller tasks. Either to patch up or polish existing behaviors or to add new smaller features to the game.
One thing I did was to make sure all renderers (drawable parts) of an object responded to the fog of war. So if an object is in the fog, it and all its GUI layers will be invisible to the enemy teams camera.
I also added a basic GUI setup to the commander, similar […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Map Update (Big Game Project)!
For the last two weeks I have mostly been working on the map, adding trees and bushes. No problems have happened but I have redone the work three times due to opinions regarding the distance between the trees. We now have three different trees on the map, two different bushes and grass. It is starting too look real nice and Amanda has placed out props around the map as well.
I have also been modifying all buildings with team colors so […]
Pre-Beta Week
It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.
Mockup of the level select screen.
Sounds
I implemented the sounds last week. […]
Pre-Beta Week
It’s eight workdays unitl Gotland Game Conference(GGC) and the end of this schoolyear. This means that we have eight workdays to finnish our game Defunct. All the major parts of the game are in place but there is some small things that still needs to be done, and some things we will skip for GGC such as the level select screen we first planed on having.
Mockup of the level select screen.
Sounds
I implemented the sounds last week. […]
BGP: Week Seven
Much last last week I continued working on my assigned illustrations. It is slowly going forward, perhaps to slow. This weeks focus has been to get the illustrations to a finished level. At this point it is important that every card has an illustration even if it is not good enough. Better to have something than nothing I suppose.
This week I managed to complete all the resource cards, which is good. I think they will suffice, the important part in […]
BGP: Week Seven
Much last last week I continued working on my assigned illustrations. It is slowly going forward, perhaps to slow. This weeks focus has been to get the illustrations to a finished level. At this point it is important that every card has an illustration even if it is not good enough. Better to have something than nothing I suppose.
This week I managed to complete all the resource cards, which is good. I think they will suffice, the important part in […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]
Mechropolis: nearing completion
We are nearing the first finish-line for Mechropolis, namely Gotland Game Conference 2014. I dare to say though that we are quite behind schedule, or at least behind our initial estimates. Nevertheless we are adamant about having a proper version ready for GGC and without doubt will we reach a presentable product.
Keybindings
The work of this week is mostly related to more menu functionality (keybindings) and some trivial bug fixes. Suprisingly, NGUI does not provide a […]