Winter break was, unsuprisingly, unproductive. Now that the new term has started It's time to see what needs to be done with the project now ad work form there.
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So the brunt of my work this last two weeks was creating and applying an animated texture to the dragon character for the magic effects. Originally this was planned to be particles, however using an animated texture instead will be overall easier to implement into other parts of the game such as the weapons and human characters, along with being far more efficient when compared to using particles. The effect produced is similar, and is easy to modify as the effect is created using a series of alpha masks that can easily be swapped out. For the alpha build, planes were made with the texture applied and parented to the dragon rig. However, I was having issues using perforce on my computer, and having trouble uploading the files on other computers, so I pretty much had to remake the plane setup. Pros: Rather Productive Week, Fall term is ending so no more production classes, meaning more focus can be placed on the project from now on.
Cons: overall not as much work done or implemented as I'd have hoped. Took way longer than i'd have initially liked, but I finally got the dragon model done. It's been passed off to ricardo to rig for healthy. Overall it's pretty decent for the alpha stage, but there are still a few issues. Primarily the legs need to be bulked up, webbing needs to be added to the wings, and a the back plates need to be modeled into it instead of just placed on top of the body. However that will be fixed for the beta along with adding in secondary details in the model. While the dragon model is going to be rigged and animated, i started working on a model for the bow the human character will use. In the game, the bow will be comprised of energy, so the base model is going to be used as a basis for creating the shape with particles and/or dynamic textures. A second bow for the female character may be made, as the two characters have different design ideas behind them. Pros: Got alot done this week compared to previous weeks
Cons: Not as much done as I'd have liked The last 2 weeks was spent adjusting our game based on our feedback. I reworked the basis for our design and made new dragon concept art to reflect that. The new art incorporates the form of the old art, but starts to dissolve it into trails of energy, as the design concept was that the world was being slowly ripped apart by the introduction of magic. Along with the concept art, I had to manage the rest of the art team in reworking environment and character designs and assigning tasks for them. Additionally i put together a greybox for our environment in order to have footage for the pitch. And holy hell did we get WRECKED during that presentation. It was pretty bad. Like "really, really bad". One of our main criticisms was how we focused too much on the artwork this time around. After this, we pretty much put the art on hold until we can get gameplay figured out. I laser cut a paer prototype for us to use and it works pretty well, but we really need a digital build ASAP
Pros: Looks like we're headed in a good direction for the art Cons: Got our asses handed to us, and have to put the art on hold a bit. This week was spent creating concept art for the dragon character. However, after receiving feedback on the design, It looks like I'll have to go back to the drawing board with it (literally) to make it stand out a bit more. Otherwise, This week was spent mostly in meetings with the team and professors.
Pros: Was given great feedback from the professors on both gameplay and art which will help us narrow our focus of the game and make it more unique. Cons: Have to backtrack and redo characters. Additionally, having a potentially large change in gameplay will change up the art assets needed, and until we get those in place it'll hold back the production of artwork. |
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