Thursday, May 14, 2009

Jason Bunker

For the past several weeks i have been working on creating LOD versions of all my assets, all assests now have two levels of LOD, which are all ready to begin being exported.

I have also been building several test levels for programmers, and making changes to them at the programmers requests, which i enjoy because it gives me a chance to get some experiance with the Gamebryo Scene Viewer, but the asset viewer can get annoying.

Screenshot one is of the shotgun with three levels of LOD, the left is 1000 tri's and a 512x512 texture, LOD 2 is 500 tri's and 256x256 resolution texture, and LOD 3 is 25o tri's and a 128x128 resolution texture.


The second screenshot shows one of the quick levels i have created for programmers to test stuff.


Tuesday, May 12, 2009

Tim Bewick - Week 18

During week 18 I worked on tooltips, I added made the avatars use more of their animations, I made the avatar's character controller change its size when the avatar is crouching.

Friday, May 8, 2009

Michael Bastiaens -8th May 2009

"Captains Log 8/5/09"

Ive just been working on finishing off the weapons. So now they are textured and I set up the Level of Detail groups on the third person weapons as well. Next week ill be working on creating level of detail groups for the enemies.


-Michael

Wednesday, May 6, 2009

Animator Entry

From the last post theres just been a lot of cleaning the rig and animated files, adding the new up-to-date meshes and tweaking the rigs to fit these changes. This has had some annoying additional work to be done, including adding bones to fingers to create a less "star fish shape" hand, as well as having to tweak the rigs in general...but oh well its all done now.

With that out of the way, there were a few more animations added including standing_idle, crouch_idle as well as some Endorphin animations done today.

Check them out here: http://www.youtube.com/watch?v=7B82QsxvPI0

Chur chur

Tuesday, May 5, 2009

Beta Time

So its beta time and its coming along nicely. All features bar about 2 are present. very little has been cut and we are working on fleshing out the core game play experience better than it currently is.

Some more update -The Scientist

Here's the Scientist- Cheers!





Monday, May 4, 2009

Some Update!

Last week aside from finishing the Texture,Normal and Specular Map for both Scientist and 1st Lieutenant, I worked with Tim with some UI stuff including the loading screen and images of playable characters for the Character Selection Screen. I'll post some more later so watch this space :) Cheers!




Hello E!

On Friday was Alpha hand in and everything went really well, so off to celebrate for a drink! Tho we are not where we want to be at this stage I feel we can work hard and get a really good game out the door at the end of it all. At the moment our game runs really slow (1 frame/s!) with the actual level we want to use so profiling must be done and the slow parts of our program reworked. Since pre alpha milestone I have been working mostly on the game menus with a little bit of game logic tasks to do here and there. Sum screen of the current menus are below...







Friday, May 1, 2009

Michael Bastiaens -1st May 2009

"Captains Log 1/5/09"

This week was our alpha hand in week. I spent most of the week working on sorting out the normal maps on all the weapons and exporting them as well as starting up on a few base textures. Below are some of the latest images of guns in progress.








I would talk more but....yeah... Until next week!
-Michael

Tim Bewick - Week 17

The alpha milestone is due today. This week I worked on a loading screen with a loading bar and the learn to play menu. Here is a screenshot of the loading screen.