Browsing 'Uncategorized': dimwits who did not read the instructions.
Levels
So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]
Levels
So we made it through Alpha and have two weeks to make the game ready for beta where it will be practically done. We made some changes to the project, first of all the player now controls a car instead of a humanoid, this was done as both our graphical group members had to quit the motion capture course and animating a car is considerably simpler than a running person. The second change is that we will be using pre-made […]
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Temple of Light (28 April-4 May)
Last week I spent most of my time trying to implement light into the levels. The biggest problem I had was to get a cozy atmosphere in the levels but still make it playable and not to dark. The reason this was so hard was because our temple is positioned inside/under a mountain. An easy way to get the right type of light would have been to have windows for example which would let me use the light from the […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
Week 5
Most of this week has been to plan towards the open Alpha testing on friday. What graphical assets the game need in order to give the player feedback and directions.
I tasked myself early during the weekto design the core lightning of the game, step by step progressing towards the aesthetic feeling of enclosed environment with fire as the main source of light. The torches had to go through several design processes and iteration until they became final. They began as […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
ERA – Week 5 of Production
This was the week of our Alpha. Unfortunately it’s also been a week during which I’ve been sick with a cold, pretty badly the first few days, and it never got completely well. So the the work I’ve done has suffered for it.
What I’ve done has mainly been to keep working with the floating GUI, now for structures (towers, barracks and generators), and also to add base structures for each team that will end the game once destroyed. This enters […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
Week 5 – Big Game Project – Defunct
I was still sick during the entire week, so I worked from my apartment. I did spend some time fixing errors in my level, but it was decorating the level that took the majority of the time. During the week we also had some discussion regarding lighting, there were a lot of arguing and mixed/impulsive opinions. So the whole Tuesday I sat and experimented with lighting, I think that we now have come to an agreement.
How we want the […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Big Game Project Week 5
This week i have put a lot of focus on getting ready for the alpha showing that we had during the Friday.
I started the week out by doing some research on how i would go about in implementing a gui/hud for the game, by looking at some examples and reading the documentation i managed to understand how to set up a basic hud element. With this i made so that when the player have the ability to activate a mirror […]
Big Game Project Week 5
This week i have put a lot of focus on getting ready for the alpha showing that we had during the Friday.
I started the week out by doing some research on how i would go about in implementing a gui/hud for the game, by looking at some examples and reading the documentation i managed to understand how to set up a basic hud element. With this i made so that when the player have the ability to activate a mirror […]
Marketing and All That Stuff (Week 5)
This week I have focused a great deal on the marketing part of this project. We plan on having a roll-up for GGC and t-shirts so I have to make sure that we will be able to have it in time for the conference. So I did some research and went to a local company for the t-shirt that we might have on GGC, we made a logo for the game and hopefully it will look nice on the t-shirt. […]
Marketing and All That Stuff (Week 5)
This week I have focused a great deal on the marketing part of this project. We plan on having a roll-up for GGC and t-shirts so I have to make sure that we will be able to have it in time for the conference. So I did some research and went to a local company for the t-shirt that we might have on GGC, we made a logo for the game and hopefully it will look nice on the t-shirt. […]
Marketing and All That Stuff (Week 5)
This week I have focused a great deal on the marketing part of this project. We plan on having a roll-up for GGC and t-shirts so I have to make sure that we will be able to have it in time for the conference. So I did some research and went to a local company for the t-shirt that we might have on GGC, we made a logo for the game and hopefully it will look nice on the t-shirt. […]
Marketing and All That Stuff (Week 5)
This week I have focused a great deal on the marketing part of this project. We plan on having a roll-up for GGC and t-shirts so I have to make sure that we will be able to have it in time for the conference. So I did some research and went to a local company for the t-shirt that we might have on GGC, we made a logo for the game and hopefully it will look nice on the t-shirt. […]
Big Game Project – Week 5
This week I spent most of the time building the menus of the game, as well as a start of the save and load features of the game. We had Alpha playtesting on Friday, so we had a deadline to meet this week. Alpha for us meant that we wanted all our features in the game, even if it meant they might be in their simplest states.
Above is our current world map of the game. It features boxes that […]
Big Game Project – Week 5
This week I spent most of the time building the menus of the game, as well as a start of the save and load features of the game. We had Alpha playtesting on Friday, so we had a deadline to meet this week. Alpha for us meant that we wanted all our features in the game, even if it meant they might be in their simplest states.
Above is our current world map of the game. It features boxes that […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]