Browsing 'Uncategorized': dimwits who did not read the instructions.
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]
Multiplayer Gameplay – Big Game Project
I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]
Multiplayer Gameplay – Big Game Project
I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]
GUI Work on Big Game Project!
This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]
GUI Work on Big Game Project!
This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]
Week 4
We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
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I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]
Week 4
We’re had quality time with our 3D mentors and they came with a lot of feedback
Change environment to more Swedish woods (required research)
More vegetation
Specific vegetation for just that area
Various areas of forest
/////////////////////////////////////////////////
I’ve done some iteration on the trees. Going for even more low poly so I can use them in different ways like putting them into the ground or rotating them to get more variety without making several models.
I’m also thinking about removing a lot of the mountains in the […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
Alpha week
Lasts week the focus of the group was to get alpha done. Personally for me this has meant that we have had to really decide what the rest of the group is to focus on.
We decided that the main focus for us should be to get all of the main features in and then polish them and add tutorial next week before the alpha testing.
My opinion in general is that the week was very successful. We managed to implement fishing, berry […]
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
The project
It has been a while since my last post! Working on the first drafts for all the animations and map objects takes up most of my time right now. The focus for us artists on the project has been to create as much placeholder graphic as possible to fill out the alpha version of the game, these placeholders then works as the foundation for the final product.
The best thing about working with first and second drafts and placeholder graphics, is […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Getting it together
We had our weekly Quality Time meeting with Marcus today and we was not satisfied with our work since the lest meeting. Hopefully this will be a good motivator for the entire group.
Today i worked on adjusting the RPM slider. My first version had the slider button to be placed at the same X coordinate as the current rotation speed divided by a thousand. This worked for a simple test to make sure the slider could move from input but […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Puzzle design and UV-map
This week I was supposed to continue on the UV-mapping of the different robots. I had a meeting with our graphic teacher, Jonatan this tuesday and he gave me some advice on how to make the UVs in such a way that I could use them for both the fusion and the base version of the robots.
Instead of making an extra UV-map with the added details in the fusions, I UV-map the fused version of the robots. I also make […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
Temple of Light (21-27 april)
Last week I worked on the levels in Unreal Engine 4. It has worked quite well but it feels as there are a lot of things to learn in the program. Also, as it is quite new there are a lot of bugs and the program really enjoys crashing. This has done so that I have lost a lot of work and have had to redo it a couple of times.
I am quite satisfied by how the levels are turning […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Big Game Project: Open Circuit –> Defunct! Week 4
So, last week was rough. My mission was to at least finish my level structurally, which I have, somewhat. When we playtested I noticed that I need to make sure that players can’t run into walls or miss cool paths as easily. I also want to replace the “town” part with something else, I don’t think it fits the style having so many buildings so close to each other, it would make more sense to have a giant stranded old […]
Must get back into this
Been a while again. That other course really helped me with blogging, i guess it was a good way to end a day.
For the last Two weeks I’ve been working on the same game and learning about using Unity and C#. After the last post i worked on making the Heads Up Display actually change depending on values. The most important things i learned of this is to use static variables in order to access them from different scripts and […]
Must get back into this
Been a while again. That other course really helped me with blogging, i guess it was a good way to end a day.
For the last Two weeks I’ve been working on the same game and learning about using Unity and C#. After the last post i worked on making the Heads Up Display actually change depending on values. The most important things i learned of this is to use static variables in order to access them from different scripts and […]