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Big Game Project: Defunct: Week 6

I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
 
There are two problems with this. One is that you gain a […]

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Program: Graphics

Big Game Project: Defunct: Week 6

I finally got around to the tutorial level. Planning and building it structurally took almost all week. Since the beginning of the project, I always imagined the tutorial level to be very open, only containing a few hills that you had to go up and over. The different features would be explained and performed between the hills, if you didn’t learn the feature; you wouldn’t get over the hill.
 
There are two problems with this. One is that you gain a […]

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Program: Graphics

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 […]

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Program: Programming

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 […]

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Program: Programming

ERA – Week 6 of Production

This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]

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Program: Programming

ERA – Week 6 of Production

This week I have worked mainly on the fog of war and the minimap. It has been a pretty tricky process to get it all to fit together.
For the fog of war setup we have worked with an external tool from the unity app-store. This has made it possible for us to get the fog working decently quite fast, but it makes it harder to make adjustments and establish connections to for example the minimap.
The first thing I did this […]

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Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

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Program: Programming

Big Game Project – Week 6

This week we had an internal Beta deadline on Friday, so we wanted to have most of the game complete so we can focus on polishing the last weeks until Gotland Game Conference.
I worked a lot with the world map this week. First I implemented the proper progressing system through levels, and then I continued to work on the world map bonuses. The player gains them for holding an area on the map, and they are random every playthrough. I […]

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Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

More Networking! – Big Game Project

So this week, I got a lot of work done. I had trouble with the networking part of our game last week, but after getting some tips on how I should go about solving it, I fixed what I worked on for half a week in just one day instead. There is now a Game object called controller which has a controller script attached to it that handles all the RPCs that are sent to the other players. Instead of […]

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Program: Programming

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Week 5

Week 5
Late post this week.. Last week’s feedback session gave us some things to think about although we already knew most of the things we heard from the playtesters.
This week has been spent on iterating my assets, changing the models and textures aswell as optimizing the normalmaps on the rock and trees. On the previous version we had 2 different Spruce models which I stuck into the ground to make them in different sizes on the terrain. Unfortunately placing assets […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 4

This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]

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Program: Graphics

Big game project – E.R.A – Eternal Resonance Arena – Post 4

This week our producer and i wrote down every single asset we have left to make and put them on the whiteboard so we easily could get a overlook. After seeing what we had left we decided to focus this week on texturing everything and we nearly reached our goal part from a few small things. Anyhow i’ve been working with finishing up our boss minion, our ranged soldier and mainly a lot of time this week has been spent […]

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Program: Graphics

Textures and prefabs

GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]

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Program: Graphics

Textures and prefabs

GGC is drawing closer and with only a few weeks left on the project there is a lot to do. This week, one of our teammembers has finished working on the robots and started creating meshes as well, which means that I could focus on only doing the textures and making prefabs of them in the engine. It’s been very straight forward work, which has been nice and almost relaxing. Together we managed to create a whole lot of assets, […]

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Program: Graphics

Animation for the “Defenders”


These little babies are the final animations for the defender characters in the game! In all their shiny glory!
 
Animating a floating crystal is not exactly the hardest challenge animation wise, the hard part is to try and make it an interesting movement pattern! So I added the objects or shards that circle the body to give off more sense of motion and levitation.
the color on the body is slightly less saturated than the […]

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Program: Graphics

Animation for the “Defenders”


These little babies are the final animations for the defender characters in the game! In all their shiny glory!
 
Animating a floating crystal is not exactly the hardest challenge animation wise, the hard part is to try and make it an interesting movement pattern! So I added the objects or shards that circle the body to give off more sense of motion and levitation.
the color on the body is slightly less saturated than the […]

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Program: Graphics

I just started a little thing on the side…

I just threw this first sketch together, it introduces an imaginary creature that i have been drawing in different shapes and combinations for years! I have been dying to work with it in photoshop, and now I feel that I have the peace of mind to do it.
 

At this stage of sketching my main concern has been composition and setting, I have used the rule of thirds when placing the main object a little to the right in the […]

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Program: Graphics

I just started a little thing on the side…

I just threw this first sketch together, it introduces an imaginary creature that i have been drawing in different shapes and combinations for years! I have been dying to work with it in photoshop, and now I feel that I have the peace of mind to do it.
 

At this stage of sketching my main concern has been composition and setting, I have used the rule of thirds when placing the main object a little to the right in the […]

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Program: Graphics

Props, puzzles and Playtesting

Since I finished my work on the robots last week, I’ve moved on to modelling props for the environment. As you might recall, I made some cogwheel stations last week and I have now added alot more props to the list. I find it quite fun and easy to work with props, but I want a long list of things that needs to be modelled, otherwise I find that it’s easy to lose track of time. If I have a […]

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Program: Graphics

Props, puzzles and Playtesting

Since I finished my work on the robots last week, I’ve moved on to modelling props for the environment. As you might recall, I made some cogwheel stations last week and I have now added alot more props to the list. I find it quite fun and easy to work with props, but I want a long list of things that needs to be modelled, otherwise I find that it’s easy to lose track of time. If I have a […]

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Program: Graphics

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

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Program: Programming

Big Game Project Week 6

This week i have been working a lot on the feedback for the different objects in the game, i have also been working on added effects for the reflecting beams that the player uses to win the levels with. In addition to this i have been working on getting some sound effects into the game, most of the sound effects were added as additional feedback for different objects in the game.
I started out by getting the general feedback in for […]

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Program: Programming