Browsing '2015': Students starting in 2015
Captain’s log, stardate 94979.93.
We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]
Captain’s log, stardate 94979.93.
We are approaching the Gotland Game Conference at a rapid pace, and despite many tasks ahead I thought I would log process of the Mage character.
Okey, enough Star Trek and let’s get down to business. We’ve just had our Beta presentation (it went okey, much to fix) and the team agreed to take the rest of the day and work on our reports. Since I’m a bit behind on the blogs, I thought I would write down my thoughts on […]
A very Late week 2
So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]
A very Late week 2
So now there will be a lot of posts in short succession. I’ve done a few outlines of these blogs so now I will finalize them so that you can take part of them which kind of is the whole point of this.
This week i did mostly continued work on the first enemy, the tank. The tank is one of the more basic enemies when it come to behavior, they move slowly towards the players to hit them but also […]
BGP – Vecka 7 & 8
Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa. Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]
BGP – Vecka 7 & 8
Dessa veckor har fokuset legat på att göra färdigt miljön till spelet, samt att finputsa och lägga till nya modeller för att förgylla miljön i spelet. Vi gjorde golv, väggar och tak helt platta, och lade sedan på en textur på dessa. Texturen blev ganska bra, men efter att ha testat väggarna och golvet i spelet så tyckte vi att det såg alldeles för platt och tråkigt ut, framförallt i boss rummet. Det var inte spännande alls att slåss i […]
Amenti week 6 BGP
This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]
Amenti week 6 BGP
This week I have spent the most on migrating the whole server to a git repository instead of subversion. I made this decision because there were too many problems with the subversion repository. The main problem being that a bug happened which resulted in the affected person had to delete the whole project and then download it again for it to work. After some ten repeats by different people I became fed up with how much time this took from […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
Veckoreflektion V.8 Fast Gear
Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]
Veckoreflektion V.8 Fast Gear
Vecka 8 av produktionen har varit BETA vecka, där inlämningar av trailer, presentationer och spelet till SGA.
Under förra veckan hade vi ett BETA-speltest där vi fick in feedback från många olika spelare. Vilket såklart togs i åtanke vid finslipning av spelet inför de sista veckorna av produktionen.
Feedbacken vi fick från BETA-testet av våra handledare var att det borde läggas till en option för kameran, så spelaren har möjlighet att välja hur kameran beter sig. Mer specifikt att spelaren kan välja om […]
update #4 recaping a bit more
So having no prior knowledge on how to design a racing track i asked our resident racing fanatic on what made a racing track good, i got a very broad answer which didn’t really help me.
So i started reachercing a bit in the hopes that i could find a tutorial or something. And while i did find some usefull information they all boiled down to the same broad answer i got in the begining “make a track with a mix […]
update #4 recaping a bit more
So having no prior knowledge on how to design a racing track i asked our resident racing fanatic on what made a racing track good, i got a very broad answer which didn’t really help me.
So i started reachercing a bit in the hopes that i could find a tutorial or something. And while i did find some usefull information they all boiled down to the same broad answer i got in the begining “make a track with a mix […]
BGP – Day 35
Continue to learn Houdini FX
Today I spent the rest of my time learning Houdini, which is great and I really like the program. Since it will enable me to render out nice smoke and fire textures to use in our game. BUT, the only free version that I can use is the Houdini Apprentice version. Which doesn’t allow me to render out pictures over a certain size, so it’s hard to make 8×8 grid texture without going over that size. […]
BGP – Day 35
Continue to learn Houdini FX
Today I spent the rest of my time learning Houdini, which is great and I really like the program. Since it will enable me to render out nice smoke and fire textures to use in our game. BUT, the only free version that I can use is the Houdini Apprentice version. Which doesn’t allow me to render out pictures over a certain size, so it’s hard to make 8×8 grid texture without going over that size. […]
BGP Three: Some scripting.
For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]
BGP Three: Some scripting.
For taking on the role of technical artist, I believe it’s essential to at least learn some coding basics. That way you can understand what’s going on behind the scenes, so to speak. This will also ease the workload of the programmers as you can create some basic scripts yourself.
In our game, we have a toy police car that needs a spinning light. This doesn’t need any external controllers or managers because it will always spin no matter what. This means […]
3 way vertex paint material
Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]
3 way vertex paint material
Hello, it has been a while!
If you don’t remember me, I’m Ricardo Aranda and I’m on my second year studying Game design and graphics. I’m currently working on a game called Refracted Fate as a student project. I’m a graphical artist and the lead artist of the team.
Refracted fate is an adventure puzzle game with horror aspects in first person view. The player takes the role of a dimension shifting character trapped in a facility and needs to escape.
The artifact […]
Amenti – 5
This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]
Amenti – 5
This week I’ve mostly been working on feedback and also a lot on making our mechanics work in the Main Level. The Main Level is the scene where all final things are implemented. When working on new things that will be implemented we work in our own levels that are just copies of the orginal one since new mechanics/assets often needs iteration and when that is done we’re allowed to implement those in the main level.
So what happened this week […]
BGP – Day 34
Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]
BGP – Day 34
Animation and back to fire
Though you might think I was done with the animations, well we left one since it required a prop. The lever animation, which has already been finished I just haven’t exported it for the beta playtest. And we had a discussion of not including the animation since it would have to lock the player into place every time they where going to pull the lever. Which we decided would make it very repetitiv since the players […]