Tuesday 14 May 2013

Project Update:13/May/2013 - 14/May/2013

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


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.

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

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:

  • 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~))

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

Gero
 
 

 

 
Gnoman



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

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
  • 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

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.
  1. Follow player code
  2. NavMesh (though not a code) allows those following the player to detect collisions and routes
  3. Drag and throw code is working.

Work for the Easter holiday:

Adrian:
  • Concept art for wasteland
  • Gnomon completed and animated
  • Start Textures for wasteland
Emma:
  • Work on textures for Aztec
  • Make the final few models for the Aztec era
  • Texture buildings for Aztec
  • NPC Shadows
Josh:
  • Build the terrain for aztec
  • Fix Stairs for Aztec buildings
Michael:
  • Terrain for Wasteland
  • Get to work on creating the Unity file
  •  Models for wasteland
Taj:
  • Models for Wasteland
  • Assets for wasteland
Mike:
  • Finish Animation for Gero [run cycle and maybe idle/sit cycle]

Friday 22 March 2013

Nursary Plan - Adrian



Team Meeting: 22nd March

Things discussed:

  • Storyboard for the whole map
  • List of Codes started [refined monday before meeting with Alistair on Tuesday]
  • Puzzle Ideas [refined]
  • Textures list
  1. Puzzles:
  • Follow the Compass
  • Follow the torches
  • School Puzzle
  • Pressure Plate
  • Timed butten
     2. Codes:
  • 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.
Work over the Weekend:

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

Gero - Mike Tran






Wasteland notes

Buildings:

  • Petrol Station
  • Fallen building - skyscraper
  • Broadcast tower
  • Playground
  • One floor nursery
Assets:
  • Kids toys
  • Broken trains
  • Rocks
  • Road signs
  • Oil tanks
  • Rubble piles
  • Office items: desks, broken comps, paper
  • Stripped Cars
  • Shelves
Terrain:
  • 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

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

Gnomon Design - Adrian

 
 

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

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



 
 


 

 


Gero Concept 1 - Emma

Gero Version 1 [this version with curly fluffy tail]
 
side views [improved from version 1] with different tails

 

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

___________________________________________________________________________________

 
Emma Haley: Like I said, don't really like the golden colour so open to suggestions about colours.


Saturday 9 March 2013

Aztec Textured Assets - Taj











After a few compilation with the polys i manage to finally texture it with the help of Tanguy.