13th
This week I was meant to work almost souly on a death animation, I failed in realising this due to a bug that stopped my exports from functioning properly (and sometimes at all). This problem was resolved on Thursday after some trial and error, I also put together a quick montage in the link below...
https://www.youtube.com/watch?v=bHOR8IbtwKA
14th
I've signed up with a group for the "Dare to be Digital" competition this summer, unfortunately this will eat up time but I feel like this is a worthy investment of time for now. We have a pitch submission deadline to meet for the 21st of April, this is not much time, so I'll look to contribute as heavily as I can to secure our chances.
21st
The pitch submission for this year's "Dare to be Digital" has occurred, I'm not satisfied that we will succeed and working further might be to the detriment of of my university project "Neo-Cretaceous Britney". It was a tad disappointing the onus seemed quite heavily on myself when it came to producing work as many individuals were tied down the week prior by a variety of factors.
Cathleen (team mate for this project) was after pushing a spider game, and myself and Richard (team leader) felt that this was a strong enough idea to use, as we were significantly short on time I created most of the content present in the video excluding the drawn images and including the video itself. Please do check out the following...
https://www.youtube.com/watch?v=BDOAfFHQSzk (do watch)
I was very disappointed with the literal video quality in terms of aspect ratio and the like, also given more time perhaps I could have put something better together, however given that it was created within three or so days almost souly by myself I feel that I did achieve something. And regardless it was good practice.
24th
Back to working on my main project "Neo-Cretaceous Britney" it's pretty much still how I left it as I ran into many issues with the mesh inverting itself due to reasons that I'm still unable to comprehend, with the help of Ewan (tutor/technician) the solution was to instantiate a "normals" modifier before the "skin" process, within that modifier you selecting flip before collapsing the modifier by selecting "collapse to".
This issue was recurring within my exports and solving it allowed for progress to be made with the animations, see...
https://www.youtube.com/watch?v=miFZLe_FwR4
Needed to release a playable demo a while ago now I'm thinking, so I'll work on my exports and get some feedback. I was previously running into issues with the demo exports, in summery the movement generators ran erratically fast and needed to be scripted to function more consistently. I believe that I have resolved the problem, I just need to adjust and tweak some little details before releasing the demo on Monday.
30th
Got some feedback from Dan Lodge, he heavily pushed having a skybox it's on my to-do list, I messed around with some basic looking fences that would come into play later in May.
2nd ++
I have released a demo or two to a few of my friends to check that everything works, I had to resolve 3 bugs that caused some major issues. I now have a skybox (or rather a plain)...
The game looks significantly better for having this, as it resolves the empty feel it had prior...
The ground looks like utter crap though, as making the terrain scroll would require time I don't have, I think I'm partly saved by the player's attention being directed towards the mid upper section.
Also the very nice (if I do say so myself) backdrop makes the buildings look very unrefined, as they are, this was an issue that remains unresolved due to time-constraints but might be rectified after the deadline.
(Ignore the fences they come into play next month :p )
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