With the hand-in around the corner we have managed to do the following:
Emma:
> codes for the wasteland such triggers, emblems, start and exit triggers, Gnoman coding
> Gero coding
> Refined Aztec coding
> Merging Unity files
> Imported assets into wasteland
> Level coding
Mike:
> Title screen
> End of game screen
> credits
> created textured 'game instruction' for the train
> animation for Gero
Adrian:
> Idles animation for Gnoman
> Idle animation for Gero
> updated the walk animation for Gero
> Updated textures for both character models
> modelled and textured assets for wasteland (street lights and barrels)
Michael:
> more texturing for the train
> textured 'topple' building
> painted the terrain for wasteland
> built the wasteland environment
> unity file configuration for lights
Taj:
> Finished texturing the Nursery and Assets
> textured the road signs
> modelled and textured cardboard boxes
Josh:
> imported aztec assets into the unity file
> re-textured aztec
> placed aztec buildings into unity file
> repainted the terrain
> Aztec file light configuration
This is the blog of 6 UCA Farnham Students studying Computer Game Design and this is our blog to show the progress of our 3 month project where we have to create and present an a small part of a game.
Tuesday, 14 May 2013
Saturday, 11 May 2013
Coding finished: Emma
Took the Unity file for Aztec home again, and managed to finish all the codes except the level loading, which I need the final scenes for, and waypoints, which corrupted the range code and they couldn't follow, so didn't input it in.
The codes I finished/have done while at home are:
- Spawn Forest Gnomon
- Destroy Forest gnomon at points
- Health Code Refined
- When Emblem is collected you gain health
- Objective: Get the First Emblem! text
- Object city emblems text
- All Triggers are placed
-Startpoint-
-Welcome-
-Start running[first Gnomon chase]
-DestroyGnomon, Lake puzzle-
-Start Running[Second Gnomon Chase]
- Destroy Gnomon-
-Find the final three gems-
- EndGame-
- Gnomon will spawn behind you and start the chase, at both the start point and after the lake
- Scene loads prepped, just need to design and create the scenes for them to load.
- All necessary codes refined/done: These codes are the ones done with Mike in the previous post, neatened up and refined so they work with the added ones.
I have also placed all Gnomon in the forest again, with two following behind constantly (Will probably need to make their range wider.
The codes I finished/have done while at home are:
- Spawn Forest Gnomon
- Destroy Forest gnomon at points
- Health Code Refined
- When Emblem is collected you gain health
- Objective: Get the First Emblem! text
- Object city emblems text
- All Triggers are placed
-Startpoint-
-Welcome-
-Start running[first Gnomon chase]
-DestroyGnomon, Lake puzzle-
-Start Running[Second Gnomon Chase]
- Destroy Gnomon-
-Find the final three gems-
- EndGame-
- Gnomon will spawn behind you and start the chase, at both the start point and after the lake
- Scene loads prepped, just need to design and create the scenes for them to load.
- All necessary codes refined/done: These codes are the ones done with Mike in the previous post, neatened up and refined so they work with the added ones.
I have also placed all Gnomon in the forest again, with two following behind constantly (Will probably need to make their range wider.
Friday, 10 May 2013
Friday 10th May
Today Emma have attached the HUD to the main camera with an assist from Mike
Emblem:
- Added codes to each emblems with collision
- Able to see each emblem on screen when collected
- Added code to time fragments "Collected Time Fragment"
- Emblem code is done
Gnoman (Lurker):
- Made a little collision box and attached to Lurker's head. This allows the first person character to loses health when Lurker hit
- Stripped the emblem in photoshop to present each step when first person character bumps into Lurker
- Health code is done
Others:
- Enable to click and drag items
- First puzzle done just need to be texture (building blocks to reach emblem in mid air)
- Mouse locked to the center of the screen
Emblem:
- Added codes to each emblems with collision
- Able to see each emblem on screen when collected
- Added code to time fragments "Collected Time Fragment"
- Emblem code is done
Gnoman (Lurker):
- Made a little collision box and attached to Lurker's head. This allows the first person character to loses health when Lurker hit
- Stripped the emblem in photoshop to present each step when first person character bumps into Lurker
- Health code is done
Others:
- Enable to click and drag items
- First puzzle done just need to be texture (building blocks to reach emblem in mid air)
- Mouse locked to the center of the screen
Saturday, 4 May 2013
Aztec City Update: Emma
Took the Aztec City unity home, and have been working on it most of the day, mostly scripting and placements of things.
What I have done:
What I should hopefully have done by the end of this weekend:
What I have done:
- Got the Gnomon follow if you're in their range, they will stop following once you exit the range
- Repaired Gero, so he doesn't go flying about the place and he constantly looks as you, as well as the Gnomon
- Built the path for the "Run to the temple" with a pause: lake/shrine area.
- The gnomon are in place if you head the wrong direction.
- I would show the path, but it needs testing which I would like the team to do on monday's meeting. just trust me it's about finished.
- Started putting path collisions in.
- Started placing the triggers. Codes are just about done for them for text, so I'm gonna attempt tomorrow to make a little speech bubble text that'll pop up with every trigger corresponding trigger.
- Managed to get Unity Trees to an acceptable/usable level, without them costing Memory/fps, this plus the other trees and plant life Mike has made, makes the path a bit more alive and realistic.
- Tested some grass in some areas, to see if it costs fps (makes no difference which is a plus)
- Added a light and a particle effect to the Gnomon, with the constant face you will be caught in their "Light" until you leave the range.
- Puzzle Drag and Drop to collect the emblem. Need to stack up the blocks and jump on them to reach (find the blocks though) (an idea, I'm sure we can think of others) This puzzle will be in the break, with the sounds of the gnomon going off at intervals, before you have to start running again.
What I should hopefully have done by the end of this weekend:
- All triggers with Text in place.
- Maybe a spawn point for the Gnomon?
- Destroy point when you exit the path/get the lake puzzle. (if I get the spawn point done)
- HUD (though that's kinda unlikely, will need the Island unity file we did to see how it was done~ (will probably be a monday job~))
Friday, 3 May 2013
Monday, 29 April 2013
Up-to-Date
GERO (Companion) 2.0
- Recreate Gero from scratch
- We have managed to input him into Unity ☑
- Following main camera code work successful ☑
- Along with his running animation ☑
- Managed to make him jump over navmesh ☑
Problem with Gero 1.0
- Polygon stretches when animated
- Bone structure was incorrect
- Textures did not work well as it stretches and missing patches
- Animation did not come out well
Gnoman (Enemy)
- Modelled very well ☑
- Added CatRig Animation ☑
- Textured ☑
- Imported to Unity, good outcome ☑
- Followed main camera ☑
- Needs to add jump function over navmesh (not done)
WIPs
- Recreate Gero from scratch
- We have managed to input him into Unity ☑
- Following main camera code work successful ☑
- Along with his running animation ☑
- Managed to make him jump over navmesh ☑
Problem with Gero 1.0
- Polygon stretches when animated
- Bone structure was incorrect
- Textures did not work well as it stretches and missing patches
- Animation did not come out well
Gnoman (Enemy)
- Modelled very well ☑
- Added CatRig Animation ☑
- Textured ☑
- Imported to Unity, good outcome ☑
- Followed main camera ☑
- Needs to add jump function over navmesh (not done)
WIPs
Gero
Gnoman
Friday, 26 April 2013
Monday, 22 April 2013
Aztec City texturing - Emma
Aztec City updated with the latest and final models, including the model of the priest building I had made over the easter holiday. The models are up to scale and all that needs to be placed into the city model is the market with all the minor smaller assets.
The city has been uv mapped and just needs the textures chosen and applied to the models then a bump map applied to the model.
Only things left to do for Aztec city is to place the stairs in and map them, place the textures in and bump it. Then the Aztec city should be done.
Wasteland Monday Report
Done -
Building textured
Terrain texture
RadioTower Model
doing today -
Road
Building Window Cubemaps
Rock Placement
RadioTowerTexture
Building deterioration
Building textured
Terrain texture
RadioTower Model
doing today -
Road
Building Window Cubemaps
Rock Placement
RadioTowerTexture
Building deterioration
Thursday, 18 April 2013
Things that NEED to be done by Monday 22nd April
These must be done for monday, no matter what, no excuses.
Adrian:
- Wasteland concept done
- Gnomon Done
Emma:
- Aztec city textured/modelled/done (all textures are done just need to map and play)
- aztec concept art done
- Gero Textures done
Josh:
- Terrain Textured (will give textures just need to be placed onto) (though I [emma] can get it done)
- Collisions done
Taj:
- texturing models
- All Assets for wasteland done
Michael:
- collisions done
- Radio tower
- rocks placed
- toppled building textured and model
Mike:
- low poly plantlife done (Trees, bushes and small grass/plants/ferns)
Adrian:
- Wasteland concept done
- Gnomon Done
Emma:
- Aztec city textured/modelled/done (all textures are done just need to map and play)
- aztec concept art done
- Gero Textures done
Josh:
- Terrain Textured (will give textures just need to be placed onto) (though I [emma] can get it done)
- Collisions done
Taj:
- texturing models
- All Assets for wasteland done
- toys?
- Signs
- lights
- office crap
Michael:
- collisions done
- Radio tower
- rocks placed
- toppled building textured and model
Mike:
- low poly plantlife done (Trees, bushes and small grass/plants/ferns)
Monday, 15 April 2013
Team Review after Easter: 15th April
Work accomplished over the holiday:
Emma:
- Aztec Priest building made
- Textures obtained and editted (Will resize to power of two and then looking into map texturing.)
- Mayan wall texture done (Need to uv map to a wall 3d model)
- Wall for Aztec City modelled (texturing)
Adrian:
- Niles Concept nearly done
- Started wasteland concept
Mike:
- Dog animation completed( Problem occurred shown below)
- Walk, running, and Idle cycle
Taj:
- Finished Nursery model
Michael:
- Built and textured a rock for Wasteland
- Terrain done
Josh:
- Terrain done
- Fixed the stairs for aztec
Problems:
- Dog Animation is distorted (Back leg bone twisted in animation??) Attempting either a redo or a repair
-
Solved:
Animation fro Gero done
Emma:
- Aztec Priest building made
- Textures obtained and editted (Will resize to power of two and then looking into map texturing.)
- Mayan wall texture done (Need to uv map to a wall 3d model)
- Wall for Aztec City modelled (texturing)
Adrian:
- Niles Concept nearly done
- Started wasteland concept
Mike:
- Dog animation completed( Problem occurred shown below)
- Walk, running, and Idle cycle
Taj:
- Finished Nursery model
Michael:
- Built and textured a rock for Wasteland
- Terrain done
Josh:
- Terrain done
- Fixed the stairs for aztec
Problems:
- Dog Animation is distorted (Back leg bone twisted in animation??) Attempting either a redo or a repair
-
Solved:
Animation fro Gero done
Thursday, 28 March 2013
Coding:
The list of following codes have been tested and are just waiting to be imported into the main Aztec world.
- Follow player code
- NavMesh (though not a code) allows those following the player to detect collisions and routes
- Drag and throw code is working.
Work for the Easter holiday:
Adrian:
- Concept art for wasteland
- Gnomon completed and animated
- Start Textures for wasteland
- Work on textures for Aztec
- Make the final few models for the Aztec era
- Texture buildings for Aztec
- NPC Shadows
- Build the terrain for aztec
- Fix Stairs for Aztec buildings
- Terrain for Wasteland
- Get to work on creating the Unity file
- Models for wasteland
- Models for Wasteland
- Assets for wasteland
- Finish Animation for Gero [run cycle and maybe idle/sit cycle]
Monday, 25 March 2013
Friday, 22 March 2013
Team Meeting: 22nd March
Things discussed:
Mike: Finish Dog Animation fo Gero
Adrian: Finish Gnomon, floor plan for nursery, start concept work for wasteland.
Emma: Texture painting/making.
Josh: get to work on Aztec, buildings etc and texture hunting.
Michael: Unity wasteland/Terrain
Taj: Nursery modelled + whatever Michael needs you to model
- Storyboard for the whole map
- List of Codes started [refined monday before meeting with Alistair on Tuesday]
- Puzzle Ideas [refined]
- Textures list
- Puzzles:
- Follow the Compass
- Follow the torches
- School Puzzle
- Pressure Plate
- Timed butten
- Commands for Dog - tell the dog to wait on a spot
- Door opening - Pressure plates, Timed buttons, collecting fragments, keycard
- Drag items, pick up and carry
- Health Code, deteriorate -10 when hit by Gnomon
- Gnomon trigger chase.
- Gero - Follow, stop when a certain distance from player.
- Compass Direction - disappear when Reach certain point.
Mike: Finish Dog Animation fo Gero
Adrian: Finish Gnomon, floor plan for nursery, start concept work for wasteland.
Emma: Texture painting/making.
Josh: get to work on Aztec, buildings etc and texture hunting.
Michael: Unity wasteland/Terrain
Taj: Nursery modelled + whatever Michael needs you to model
Monday, 18 March 2013
Wasteland notes
Buildings:
- Petrol Station
- Fallen building - skyscraper
- Broadcast tower
- Playground
- One floor nursery
- Kids toys
- Broken trains
- Rocks
- Road signs
- Oil tanks
- Rubble piles
- Office items: desks, broken comps, paper
- Stripped Cars
- Shelves
- Cracked Floor
- Roads
- Sandy Areas
- Baby dust storms
- Tumble Weeds?
- Dead bushes
Team Meeting: 18th March
Work achieved:
Gnomon finished
Aztec Wall texture Started
Problems:
Emma: computer reboot lost all programs
Taj: stairs on gateway aren't easy to texture, as well as scale on the front not matching the image texture.
Work for the Week:
To get started on Wasteland, team is split into two, Josh and Emma and Mike will be working on Aztec, While Adrian, Taj and Michael will be starting work on Wasteland.
Camera angle has been changed to first person, after discussion with Steve and Robin
Gnomon finished
Aztec Wall texture Started
Problems:
Emma: computer reboot lost all programs
Taj: stairs on gateway aren't easy to texture, as well as scale on the front not matching the image texture.
Work for the Week:
To get started on Wasteland, team is split into two, Josh and Emma and Mike will be working on Aztec, While Adrian, Taj and Michael will be starting work on Wasteland.
Camera angle has been changed to first person, after discussion with Steve and Robin
Aztec Up to date
AZTEC
Finished and textured
Buildings:
- Temple
- Open bath
- Normal poor houses outside the city
- Market plaza
- Miscellaneous building
- Bridge
- Shrine
Still in progress:
- Main terrain
Needs:
- Main city wall
Assets:
- Cutlery (pots and vases)
- Rugs
- Rack
- Chinapas
- Fire pit
- Tables
- Boat
- Scroll
- Book
- Chicken cages
- Stool
- Bed
Needs:
- Sacrifice knife
Friday, 15 March 2013
Team Meeting: 15th March
What has been done this week:
Emma: Gero companion concepts finished, 2 side views, one standing pose
Mike: Retexture building, textured bookstand, scroll, and two bamboo cages
Adrian: Concept Gnomon [ not finished] concept main character [ Not finished ]
Michael: Textured: Aztec building, firepit and now working on the modern train again
Not in:
Taj: Woke up late, doing work at home
Josh: Redone Terrain, food posioning unable to come in
Problems:
Mike: You have forgotten to save your work MUST SAVE EVERY TEN MINUTES( HELL EVEN FIVE MINUTES WOULD DO)
Josh: Cook your goddamn chicken better, Terrain too high poly
Michael: Too many polys in the train causes too long to texture.
Everyone: WE NEED JOSH IN FOR A UNITY DISCUSSION
Work for the Weekend:
Adrian: FINISH GNOMON
Taj: Finish all texturing
Michael: Finish Train
Emma: Paint some textures
Mike: Try and get the Aztec wall done but wait for Emma for the texture first
Josh: Become a chef and not smoke :) - Be Jamie Oliver
Emma: Gero companion concepts finished, 2 side views, one standing pose
Mike: Retexture building, textured bookstand, scroll, and two bamboo cages
Adrian: Concept Gnomon [ not finished] concept main character [ Not finished ]
Michael: Textured: Aztec building, firepit and now working on the modern train again
Not in:
Taj: Woke up late, doing work at home
Josh: Redone Terrain, food posioning unable to come in
Problems:
Mike: You have forgotten to save your work MUST SAVE EVERY TEN MINUTES( HELL EVEN FIVE MINUTES WOULD DO)
Josh: Cook your goddamn chicken better, Terrain too high poly
Michael: Too many polys in the train causes too long to texture.
Everyone: WE NEED JOSH IN FOR A UNITY DISCUSSION
Work for the Weekend:
Adrian: FINISH GNOMON
Taj: Finish all texturing
Michael: Finish Train
Emma: Paint some textures
Mike: Try and get the Aztec wall done but wait for Emma for the texture first
Josh: Become a chef and not smoke :) - Be Jamie Oliver
Textured - Mike Tran
I've textured one Aztec Building and managed to take screen shots, however I totally forgotten to saved my work.
Here's a remake of the building and textured properly
Here's a remake of the building and textured properly
Monday, 11 March 2013
Monday 11th March
Copied directly from Facebook group page
Posted by Emma Haley
Hey guys, won't be in again today because my parents don't want me leaving the house with my flu and asthma being so bad. I have a doctors appointment later hopefully they'll give me something to help for the rest of the week.
Mike I'm forwarding my drawing of gero I've done so far, not sure about colours so that's the first thing I wanna discuss, today's jobs are to get all Aztec buildings textured, Adrian to finish any concept work, and mike and josh can you see about getting the dust storm challenge working? You know, the one where its real dusty and have to follow the torches?
I'm really sorry over this guys, ill try and get in tomorrow and check on everything, if I'm feeling any better ill try and come in to do some work later.
Taj ill have a look at the texturing issues later if you haven't solved them yet, just post them onto Facebook if they're still acting up
__________________________________________________________________________________
Taj - Textured Aztec Cutlery with a help from Tanguy
Mike T - Textured Aztec building
Josh - Inputted dust storm and also third person camera view. However, using too much particles had caused the computer to crash and also himself. (Computer made so much noises when rendering and he also didn't saved his work!)
Adrian - MIA/ Coming back to Farnham tomorrow
Michael G - MIA/ Definiantly missing
Emma - MIA/ ill
___________________________________________________________________________________
Posted by Emma Haley
Hey guys, won't be in again today because my parents don't want me leaving the house with my flu and asthma being so bad. I have a doctors appointment later hopefully they'll give me something to help for the rest of the week.
Mike I'm forwarding my drawing of gero I've done so far, not sure about colours so that's the first thing I wanna discuss, today's jobs are to get all Aztec buildings textured, Adrian to finish any concept work, and mike and josh can you see about getting the dust storm challenge working? You know, the one where its real dusty and have to follow the torches?
I'm really sorry over this guys, ill try and get in tomorrow and check on everything, if I'm feeling any better ill try and come in to do some work later.
Taj ill have a look at the texturing issues later if you haven't solved them yet, just post them onto Facebook if they're still acting up
__________________________________________________________________________________
Taj - Textured Aztec Cutlery with a help from Tanguy
Mike T - Textured Aztec building
Josh - Inputted dust storm and also third person camera view. However, using too much particles had caused the computer to crash and also himself. (Computer made so much noises when rendering and he also didn't saved his work!)
Adrian - MIA/ Coming back to Farnham tomorrow
Michael G - MIA/ Definiantly missing
Emma - MIA/ ill
___________________________________________________________________________________
Emma Haley: Like I said, don't really like the golden colour so open to suggestions about colours.
Saturday, 9 March 2013
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