Time to get our noses back to the grindstone! Over break I took some time to relax and planned on getting some more modular assets and ruins done... but life got in the way like it often does. My family issues that I was having last term took a turn for the worse over break which unfortunately took up most of my time. I did manage to get work started but nothing significant yet. I will be using this coming week to reorient myself, get my assignments done, and prepare better for future personal catastrophes. Looking forward, I have no production classes this term and just fluff electives so I will have more time in general, which means more time for the project.
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The past couple of weeks, I had been making different blueprints of buildings made using the modular assets Rob and I created. So far, I have seven different buildings created and plan on making even more once I create more complex modular assets. I did not make as many things over the past couple of weeks due to many things like the holiday break, many different assignments being due for other classes, and other serious issue.
Pros: We have a workable number of buildings in the game currently. Cons: Not nearly as many buildings as I had planned. The past couple weeks, I have been working on expanding our list of modular assets to be used for creating the environment for the game. In a recent meeting with Dr. Wagner, it was decided that going forward it will be my sole responsibility to further develop these modular assets and implement them so that Rob can further focus on MoCap.
Pros: We are making steady progress towards having a full environment soon. Cons: I can't show my current progress since my computer with my work is currently imploding. This week Rob and I went really in depth about what we needed asset wise for the game and decided on a modular building system. We created a list of modular building pieces to create and started creating them. From this list, I have already made several different permutations of the modular stone walls we need.
Pros: We finally have a game plan about what we need to start making interesting environments. On top of that, I am finally feeling productive. Cons: No real cons from me this week. These past couple weeks, I created a rough keep model for our greybox since we are not into main art production. Over the past couple weeks, we have really gotten into the fleshing out our mechanics based on faculty feedback. We have gone as far as making a paper prototype and with information from that, we will make a greybox of our mechanics. Once we get the mechanics sorted, we can get onto figuring out art. Pros: We are heading in a good direction and figuring out our mechanics early on will really help us later on. Cons: We haven't gotten to figuring out the art yet so I am itching to start creating models. 4 weeks down, 6 to go!
-Matt This week, I was one of the team members who met with a GMAP professor to get some insight on how we can revise our game concept to make it more interesting. The ideas we came up with are great and I think we are now heading in a really good direction in terms of design. While I’m elated that we boiled down our concept, it was a little rough due to the amount of discussion that had to take place within the team so that everyone had their say. I also worked on concept art this week, and got my ideas for monoliths and team bases down on “paper”. They are a little rough for now and I still need to go back and revise them to accommodate critique from professors and the team. Pros: We met with a great designer and really boiled down to the main ideas of our game, which I think will really benefit us in the long run. I think the game is heading in a great direction and can't wait to work on it further. Cons: A rather large monkey wrench was thrown into the pre-production phase which is going to make course correcting challenging. Also, a rather large amount of work is still needed to nail down how our game is going to look. That's me for this week folks, see you later...
-Matt |
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