Thursday, 10 April 2014

April 7th - May 4th (Weeks 29-32 of 33)

I've had to combine these weeks to heavy time-constraints, as a solo project the documentation is quite redundant whilst I have significant amounts of work to do.

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 )





March 31st - April 6th (Week 28 of 33)

Friday, 28 March 2014

March 24th - 30th (Week 27 of 33)


Most Progress is visible through the following link...
In summery the random generation code was incorporated into the latest build.
There were many issues as the code had been written around 4 months ago, but it works well now.
Alongside this you should be able to see shooting mechanics among other features.

Weekly Drawing


Sunday, 23 March 2014

March 17th - 23rd (Week 26 of 33)

Been quite busy, managed to skin Britney with some success, but it needs a great deal more refinement, once I have properly weighted the models adding animations is a simpler process. I also toyed around with the gates.

The Sharks can now track the players movement and adjust accordingly, I'm having some slight issues with resetting their position within the parent object upon each activation, this will be resolved in time.

Weekly Drawing...



I'm still getting quite a bit of joy out of sketching ideas for mods for Neo-Scavenger, so I made a few more that I'll refine later. The post-apocalypse crude armour stuff is an interesting subject to draw, I've been looking at a lot of primitive armours and weapons for information, my internet history is now quite incriminating. I found that using the template (taken from in-game) improved my sketches. I'll likely post more at a later date.

Friday, 21 March 2014

Current_Portfolio (2014)

Current Work...

I'm working solo on a game project I titled Neo-Cretaceous Britney, it will be an endless runner with shooting elements, so far it has gone well, and most of the scripting, and asset creation has been completed. Currently I am in the process of learning how to better skin and animate my characters.

Examples footage of builds available at...






Previous 2D Work



Previous 3D/Unity Work


The last image was taken from "Marble-Run"
It was a game that myself and my 2 team-mates produced.
It can be viewed at the following link...
(Please note that some assets are not my own)

Misc

I also programmed a game in Processing by myself during my first year, it can be viewed at...
I've managed a small team in the creation of a vertical slice with some success.
I can personally see to the creation of my own (basic) bespoke scripts within the unity engine unassisted.
Education wise I have a background in animation, computing, art, product-design and graphics.

Sunday, 16 March 2014

March 10th - 16th (Week 25 of 33)

I am now 22, I will no longer grow :(... still recovering from a nasty cold, but look what's this...

I made a new ad, it's based on UCA and student expectation, I found it amusing I suspect for most it will either not register, the colour scheme is still a bit off, will likely change parts of it to lime green for contrast...
I'll be wanting at least another 2 ads, will likely have one for "Al's Bakery" and another that I'll likely find create from old work.




Monday, 3 March 2014

March 3rd - 9th (Week 24 of 33)

Need to animate the Britney model a thousand or so years ago, hope to move on to that soon, as a lot of the important models are in finished. However this excludes one set of integral models, the platforms...
Unfortunately I've caught a nasty cold, thusly computers are giving me migraines, got this lot done though, will showcase in Unity next week.


This has set me back a tad, I obviously haven't done enough, and I neend make some rapid progress.
I think that the for the next week I'll piece my game together with the assets I have.