Browsing '5SD037': Big Game Project
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Float precision
Float precision issues is something you always know is out there, but something you rarely need to pay any thought to. As you can guess, it’s an issue we ran into. When making a build, one of our puzzles involving a rotating platform would seemingly work, but not fire the event it was suppose to at the end of it’s movement. Not firing this event essentially locked the entire puzzle as the player was not able to rotate the platform […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Warbreaking Point Weekly Round-up – May 10th-17th
More and more progress is being done on this game right now.
State Machine ProgressThe work on the finite state machine of the units is going forward; I have one more bug to fix on this front (and I’ve managed to narrow down the possible causes for this bug) and then this part of the units will be done. However so far there hasn’t really been much of a game and that’s another thing that I’ve been working on.
Resource System, Constructing Units and […]
Texturing the hands
Texturing the hands took some time. Texturing the hands took some time.
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
Texturing the hands
We had previously decided the colors for the hands and the gloves but not for the device. The device is something that Vale finds there so the colors of it needed to be consistent with the environment that uses warm earthy colors. It is meant to be made of metal, which is used a lot in the level. I looked at the other metal textures to have a reference to how it should look.
7th week of Big Game (Week 21)
GGC is getting close! After some more testing I felt I needed to do an overhaul of my map. I needed to point out paths more clearly and have landmarks so players know where to go. This has been the biggest problem for a long time and it’s really hard to fix with the limited amount of time we have left. In hindsight I should have made the map a lot more flat so the skybox you be visible all […]
7th week of Big Game (Week 21)
GGC is getting close! After some more testing I felt I needed to do an overhaul of my map. I needed to point out paths more clearly and have landmarks so players know where to go. This has been the biggest problem for a long time and it’s really hard to fix with the limited amount of time we have left. In hindsight I should have made the map a lot more flat so the skybox you be visible all […]
Big Game Project – Week 5
Week 19
I started week 19 with redesigning our placeholder logo. This was originally not my task, but due to sick leave and other occurrences, the task landed on my table. On advice from Lina (our graphics teacher) I created many different versions of our logo that I showed to the team, teachers and other people to get feedback on what would work. I then took elements from the different versions of the logo that people seemed to like the most, […]
Big Game Project – Week 5
Week 19
I started week 19 with redesigning our placeholder logo. This was originally not my task, but due to sick leave and other occurrences, the task landed on my table. On advice from Lina (our graphics teacher) I created many different versions of our logo that I showed to the team, teachers and other people to get feedback on what would work. I then took elements from the different versions of the logo that people seemed to like the most, […]
Big Game Project – Week 4
Week 18 I finished up the drawings that I had not been able to do last week as well as three more illustrations.
I started out with lose sketches that I later painted over in gray scale, iterating and re-painting until I was somewhat satisfied with the result. I tried getting as much feedback as possible from my teammates and other people before I went on to color the painting in order to lessen the risk of needing to fix things […]
Big Game Project – Week 4
Week 18 I finished up the drawings that I had not been able to do last week as well as three more illustrations.
I started out with lose sketches that I later painted over in gray scale, iterating and re-painting until I was somewhat satisfied with the result. I tried getting as much feedback as possible from my teammates and other people before I went on to color the painting in order to lessen the risk of needing to fix things […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 6
During this week, i did not focus much of my time and attention on the graphical aspect of the game, as most of the game’s assets was already finished or in progress. Instead most of my time was spend on producer work, going through what we have left to do and plan ahead towards GGC, as we have only 12 work days to go once this week is finished.
I do find that being a producer has is up and downs, […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
Week 5
I started to work on the player mesh for the game. I worked in 3ds max and I followed the concept art that one of the other graphic member in my group had made. I started modeling from a box that was to be the torso. From that I extended and created the legs and the head. I made the arms on the side as the character turn around that I was modelling from had its arms painted on the […]
BGP: Week Six
The game is taking shape and it is starting to look more complete. It is going fairly slow but I think we are not that far behind. To compensate this though, we had to look for other artists to complete some of illustrations that would otherwise not get finished.
My personal efforts to contribute to the project is still not going as desired. Though there is an improvement in progression from before. I have managed to get almost all of my […]
BGP: Week Six
The game is taking shape and it is starting to look more complete. It is going fairly slow but I think we are not that far behind. To compensate this though, we had to look for other artists to complete some of illustrations that would otherwise not get finished.
My personal efforts to contribute to the project is still not going as desired. Though there is an improvement in progression from before. I have managed to get almost all of my […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Big Game Project – Week 6
I’ve been down with a cold and haven’t been able to do much this week. 🙁
But, what I have done is some plants that will hopefully give the environments the character we’re after.
I made some new generic ground plants that are much better than the old ones. These ones use half the polys (about 100), and what’s even better is that they actually use alpha! The reason the old one was so expensive is that I didn’t know […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Week 6 ERA Daniel Svensson
I would love to forget this week ever happened because this is officially the week of horror.
That might be a bit of an overstatement but this production has been plagued by technical difficulties and other wonderful hazards. What fascinates me more than anything was that it all happened during a single week, let me tell you about it.
The biggest issue by far that we faced was that our lead graphical artist had his computer […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]
Temple of Light (5-11 May)
I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total […]