Browsing '2012': Students starting in 2012

Big Game: Week 3 and 4

It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
 

I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]

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Program: Programming

Big Game: Week 3 and 4

It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
 

I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]

/ Comments Off on Big Game: Week 3 and 4
Program: Programming

Hands everywhere

So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.

 
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.

April 27, 2014 / Comments Off on Hands everywhere
Program: Graphics

Hands everywhere

So these past weeks I’ve been working on the hands, that is: the mesh, the rig, and the animations.
The design of the hands and the device was finalized early the second week of work.

 
Making the mesh for the hands went pretty smoothly. I worried that I couldn’t make the hands look good and function well with a limited triscount but when I was satisfied with how they looked the tris count wasn’t really that high so I worried over nothing.

April 27, 2014 / Comments Off on Hands everywhere
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big Game: Week 2 and 3

It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
 

I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]

/ Comments Off on Big Game: Week 2 and 3
Program: Programming

Big Game: Week 2 and 3

It’s been a while longer since last time, due to the easter holidays. This post will cover the three days before easter and the four days this week. Instead of going through everything I did on a day to day basis, like I did in the previous posts, I’ll select the things that I felt were the most important.
 

I’ve implemented all the different matching powerups. There are three in total. You should be familiar with the match four powerup since […]

/ Comments Off on Big Game: Week 2 and 3
Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

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Program: Programming

Mechropolis: Grab & throw

Another week has passed and a lot of work have been done. This week I’ve been working on correctly throwing the player (and to some extent, the robots). “Throwing” the player involves applying a high amount of force in a certain direction once when the player touches a thrower-fusion robot. This was easier said than done though as a few complications occurred. First, as a minor detail, the scale in which force is added to the player controller is […]

/ Comments Off on Mechropolis: Grab & throw
Program: Programming

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Big game project – Testing tessellation in unreal engine 4

This week we did some changes to some of the art assets based on feedback from our external testing, so changed the concepts for the moveable mirror and stationary mirror. The changes to their designs will help them to make them easier to read and allow the player to see over the moveable mirror.
Distance based tessellation
This week I tried to create a material in unreal engine 4 with adjustable tessellation height based on the position of the object and the […]

/ Comments Off on Big game project – Testing tessellation in unreal engine 4
Program: Graphics

Mechropolis – Flipping Buckets

Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:

I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]

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Program: Programming

Mechropolis – Flipping Buckets

Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:

I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]

/ Comments Off on Mechropolis – Flipping Buckets
Program: Programming

Attacks, Locks and Random: Production week 4

Production week 3
What have I done?
This week I have been working on the following:

Play-testning the game
Re-design attack cards
Balancing the game

Play-testning
The game has a paper prototype that the group uses to test the design of the cards and see what works and what does not.
I had play testers over all week and documented games that was played and the feedback from the players who tested. I sat them […]

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Program: Programming

Attacks, Locks and Random: Production week 4

Production week 3
What have I done?
This week I have been working on the following:

Play-testning the game
Re-design attack cards
Balancing the game

Play-testning
The game has a paper prototype that the group uses to test the design of the cards and see what works and what does not.
I had play testers over all week and documented games that was played and the feedback from the players who tested. I sat them […]

/ Comments Off on Attacks, Locks and Random: Production week 4
Program: Programming

Mechropolis – Flipping Buckets

Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:

I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]

/ Comments Off on Mechropolis – Flipping Buckets
Program: Programming

Mechropolis – Flipping Buckets

Work on Mechropolis has steadily been moving forward. I’ve been doing a lot of under-the-hood work lately, iterating on the systems already in place. But I have also done a few animations for some of the robots that I can actually show you. And so I give you these two robots doing their thing:

I made the small one shake it’s bucket a little just before striking in order to announce the attack to the player. Note that the […]

/ Comments Off on Mechropolis – Flipping Buckets
Program: Programming

Week 4

During this week I continued to work with the animations for the main character, I managed to finish all the essential animations, so this will be a post with alot of videos.
Next week I will start on animations that will be used in the main menu, in the main menu the character will be laying on the ground trying to get up, I think creating those animations will be alot of fun, if I manage to complete all of them […]

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Program: Graphics

Week 4

During this week I continued to work with the animations for the main character, I managed to finish all the essential animations, so this will be a post with alot of videos.
Next week I will start on animations that will be used in the main menu, in the main menu the character will be laying on the ground trying to get up, I think creating those animations will be alot of fun, if I manage to complete all of them […]

/ Comments Off on Week 4
Program: Graphics

Big Game Project Week 4

This week i have continued my work on the level progression of the game as well as various feedback for different features of the game.
I started the week out by doing some ground work and thinking on what would be the best way for me to do the level progression of the game, the level progression involves having doors that restrict the player from either proceeding onto a level before the prior level has been completed as well as locking […]

/ Comments Off on Big Game Project Week 4
Program: Programming

Big Game Project Week 4

This week i have continued my work on the level progression of the game as well as various feedback for different features of the game.
I started the week out by doing some ground work and thinking on what would be the best way for me to do the level progression of the game, the level progression involves having doors that restrict the player from either proceeding onto a level before the prior level has been completed as well as locking […]

/ Comments Off on Big Game Project Week 4
Program: Programming

Big Game Project Week 4

This week i have continued my work on the level progression of the game as well as various feedback for different features of the game.
I started the week out by doing some ground work and thinking on what would be the best way for me to do the level progression of the game, the level progression involves having doors that restrict the player from either proceeding onto a level before the prior level has been completed as well as locking […]

/ Comments Off on Big Game Project Week 4
Program: Programming

Big Game Project Week 4

This week i have continued my work on the level progression of the game as well as various feedback for different features of the game.
I started the week out by doing some ground work and thinking on what would be the best way for me to do the level progression of the game, the level progression involves having doors that restrict the player from either proceeding onto a level before the prior level has been completed as well as locking […]

/ Comments Off on Big Game Project Week 4
Program: Programming