Tuesday, June 30, 2009
I SURVIVED THE NIGHTFALL- Kei Kasai
Friday, June 26, 2009
Tim Bewick - Week 25
FORUM
Just incase anyone missed what i wrote on the whiteboard, i have set up a forum so we can all keep in contact after the course has finished, the URL is:
http://gdfeb08.forumotion.com/forum.htm
Tuesday, June 23, 2009
Battlecruiser Operational
Greetings Command.
For the past several weeks i have been doing all kinds of crazy random things for the project, from creating particle debris objects too further LOD'ing all my objects.
I enjoy doing small parts for loads of diffrent parts of the game, keeps things alot more intresting rather then working on one long boring thing.
Now that most of the art stuff is finished, the work load has become alot lighter which is nice, since the game gold is due in four days we cant add anymore new assets, due to time restrants, but all our planned assets for the enviroment, plus extra have been creating ;)
Im looking forward to the final build on friday, as our game is already quite fun to play and with the final annoying bugs knocked out i think we will have a solid fun game, especially in multiplayer.
Monday, June 22, 2009
Michael Bastiaens - Monday 22nd June
We are in our final week of production and all thats left on my side of things is a few more re-exporting issues to do and im still the main person changing and attempting to balance the game through the LUA scripts. I also suggested the idea of making a yellow coloured tooltip whenever a player finishes researching a weapon to give the player more feedback so they arent just being bombarded by blue tooltips. Some of the issues ive been balanced include making the guns fire faster but do less damage to increase the pace of the action in the game, ive also decreased damage from enemy snipers and made them shoot slower as there was an issue where whenever 3 or more appeared you were pretty much guaranteed to die. Ive also adjusted the enemies that appear each wave trying to ramp of the difficulty of each successive wave in smooth progression. Other than that theres nothing else much to report and yet again no pictures.... However if you still have a hankering for some images.... heres a link to my competition entry since im working on a new reel in my spare time over the weekends; http://www.cgcoach.com/beta/index.php?option=com_kunena&Itemid=340&func=view&catid=19&id=2993 Enjoy XD
-Michael
Tim Bewick - Week 24
Friday, June 19, 2009
CARRY ON MY WAYWARD SON!!! YOU HAVE COME SO FAR AND NOW YOU'RE ALMOST DONE!!
Unfortunately there is still no networking.....BUT ITS SO CLOSE!!!!!
Wednesday, June 17, 2009
A HighPolyMonster Production, :)
Having said that, there are still some things that I need to work on for the next presentation. First is volume. I thought I was loud enough, apparently not. I'll be reaching for a microphone the next time we give a presentation which will probably be sooner than later. Also, I want to make the next presentation more interactive, which is what it should have been today. The point for the presentation was to get people interested in the game, and also to get some playtesters to help us track down annoying bugs. I think we did manage to get some people interested in the game, we even got three playtesters in who helped us track down some bugs which Roy managed to fix today which was really cool. Hopefully we can get more this week.
At the moment, the team has entered crunch mode. The main focus is stability, gameplay and bug fixing. Luckily alot of the gameplay code is exposed to Lua so some of the suggestions for game improvement made by testers can be "tweaked" easily enough. Hopefully things will pull together nicely for our hand-in next week. Pray for us, later days.
Tame Tahana
For example: Run Forward would have level 0 priority, Idle Left would have level 1 and Machine Gun Shoot would have level 2.
Now this seems simple enough but the blending between animations is proving to be very challenging. I am relying on this to be completed to view my animations not only running smoothly but having it also run in Multiplayer aka Co-op mode.
Right now I am "on-call" with the programmers working with the animations just in case they need any help. Other than that I am working on Animations for our credits, check it out at: http://www.youtube.com/user/tametahana
Ka Pai
Monday, June 15, 2009
Tim Bewick - Week 23
Friday, June 12, 2009
Michael Bastiaens -Friday 12th June
With the ever looming deadline fast approaching things are starting to get a lil hectic and its time to start thinking about where we are all heading for jobs and sorting things out for said jobs. This week I took part in a video interview which I am very fearful of seeing since im pretty damn sure I said some things that were REALLY high up on the "Most cheesiest lines" list. Apart from that brief bit of excitement work continued as usual. I made a few more sounds and tweaked a couple more. Ive also been tweaking the LUA scripts while testing the game as well as trying to find a few bugs here and there. Last but not least... We finally managed to get the corpses with an alpha texture on it. It was surprisingly difficult and not as straightforward as it seems...thank you gamebryo for that little headache.
Sadly no pictures this week. But on a lighter note... its ROY'S BIRTHDAY!! HAPPY BIRTHDAY ROY!
-Michael
Tuesday, June 9, 2009
HMMMM
The good news is that both those things are almost done and the rest if pretty much finished. Just need to do a bit of play testing and more bug fixing and that should be us.
I have been helping out with the networking and I have fixed a lot of the minor issues. I am going to be getting the respawning in multiplayer fixed up...touch wood.
And ah its a great way to stay in shape..
So...can I have a job? [insert fake laugh here]
We were pretty lucky this week to get a visit from Phil Mayes from Krome Studios in Australia. He gave us some helpful insight into what we, as budding game developers, can expect when we take our first steps into the industry. The fact that he was smiling constantly did provide hope for the near future. He was also kind enough to give us feedback, tips and criticism for our game which was much appreciated. One cool suggestion was making things "sink into the ground." At the moment, when a player absorbs anything in the game, it simply disappears. I had hoped to hide this using a particle effect but he suggested we just make it slowly go under the ground and then remove it. Simple and effective. That will probably be my task for tomorrow morning.
I have been working on the Reaper melee attack and also trying my best to fix a pure virtual function call I've been getting with the AI agents. I have tracked the problem down. One of the things I hate about PhysX is that if you set the orientation of a shape so that it is now entirely inside a trigger volume, the trigger callback does not register that the shape has entered the trigger. The same thing is true for exiting trigger volumes as well. The agents themselves use triggers as sensors. Shapes are recorded as they enter and exit certain sensors so that the agents can steer away from them. Sometimes, not all the time, if debris is destroyed while in the sensor, and the agent begins steering away from it, a pure virtual function is called because the shape knowledge that the agent has contains the wrong information. Getting this to happen has been such a mission.
Anyways, I'll probably continue looking at that problem. I've also got to get the mother attacking when a target comes in range using one of three melee attacks. Fun times ahead....Later days.
Monday, June 8, 2009
Art Update ! -1st Lieutenant
Art Update ! UI / HUD
Friday, June 5, 2009
Tim Bewick - Week 22
Grr?
My main focus for a while now though has been trying to fix random bugs and crashes. As with all software development cycles, you fix one bug and a whole lot more end up rearing their ugly heads. This will probably be my focus for the rest of the development. This, and random AI stuff as well, including getting the Mother to swipe at the player when it is near them, and also have the Reaper swipe when it makes no sense to lunge. There are still some issues with animation blending which Im confident can be fixed. The environment artist also wants AI agents to push things out of their way because it looks "cool." We'll see what I can do. Until next time, later days.
Michael Bastiaens -Friday 5th June
Today is our Beta hand in and its been a rather hectic week of trying to troubleshoot a number of issues. There are still a couple kinks that need to be ironed out such as the alphas on some textures not showing up which means I need to wait on a new shader which would just add to Josh's mouting list of things-to-do so at the moment that seems to be a bit of a gold milestone fix as there are bigger fish to fry.
-Michael
Wednesday, June 3, 2009
Tim Bewick - Week 21
Beta is due on Friday!!!
We had a little demostration today which went quite well. We have some cool particle effects working but most importantly the enemies are ruthless and they can hunt you down and get you!!
The main issues to deal with on friday are the animations and the networking. There are still some issues with animation blending, mainly that I cant switch off the certain animations when I need to because of a limitation in Gamebryo's animation system. I am currently in the process of a work around for that. As for the networking, the deal with that is getting the animations to sync across the network. Most of the code to implement this functionality has been implemented in the past but since the overhaul to the animation system, it has to be refactored into the existing code base. I am aiming to have this complete by the end of today.
Other than that, guys are just working on touching up stuff so that we can get play testers in to play our game and help us tweak it.
Anyway thats my 2 cents.