Friday, April 24, 2009
Michael Bastiaens -Friday 24th April
Jason - Shotgun
Also the fact that since the weapon is made on the spot by the nano-bots it would therfore have not recivied any damage or grunge but im quite happy with the final result, i just need to get the shader all setup and try to get the normal maps working correctly in Gamebryo.
Tim Bewick - Week 16
Wednesday, April 22, 2009
Tuesday, April 21, 2009
Tim Bewick - Week 15
Monday, April 20, 2009
Art Update ! -1st Lieutenant
Sunday, April 19, 2009
Two more until Alpha
Things are actually starting to come together, its awesome. There is still a lot of work to do though. I think the idea of eliminating that feature freeze a week before alpha is probably the best idea to come up yet...Thank you James for that one!!!
That will give us an extra week to get every last little feature into the game. Then we can spend the majority of the Beta period, fixing and integrating them as well as a little polishing hopefully.
Friday, April 17, 2009
Phew, where did my week go?
1. Make sure that when designing a game, have a FOCUSED idea of what is going to happen. This should be based almost entirely on the "gamer experience." This will help prioritize goals and features for the game.
2. Introduce the player to the important elements of the game gradually. The player experience should be enough to keep the player interested without boring them or overwhelming them.
3. The first ten minutes are critical. If the player is not hooked by then, then their is something wrong with the current design. It's better to have a game with a polished ten minutes of good solid play, than a game that is half-assed that lasts one hour.
These tips have come in handy this week, and with James's help, we were able to draft up a sample playthrough. As with all projects, the initial design can sometimes become inapplicable as the project evolves hence the need for a different sample play through description. Keep posted for how our game develops.
Michael Bastiaens -Friday 17th April
These last few pictures show the screenshots of the current Grunt Sculpt in Zbrush. At the moment I am now dropping base colours onto the model so I can then work on them easier inside of photoshop. I did make one mistake in this process in which I forgot to unwrap the low poly model before importing it into Zbrush which is that much of a problem it just means I need to take the extra step of importing the high res models into Maya and then transfering maps or mixing it up with a little X-Normal depending on the results of the normal maps.
Well thats all from me for this week. Next week ill be continuing to work on the Grunt and should be getting out a colour map all sorted out by next week and depending on how much Maya will crash on me I might get out a normal mapped version of the Grunt as well. So until next time....
-Michael