These two weeks was that just working on a few things for that game, as we still had to finish off some of the other assignments. I worked on animating the security guard to have a better run cycle just too polish off the main screen. But other than that the game was pretty close to completion and is was all about polishing off the levels and working on level design.
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For the art team, it was getting ready for PAX where we were could to display our game at the MDS booth. There were not a lot of touch ups in terms of art, just filling up the world which Corne and the programmers were able to do as the build for Armageddon was going to be the same build we would take to PAX. Dylan was able to change the title screen to be more captivating by adding different variations of Klepto being chased by the security guard. He also was able to fill out the world with more props in the earlier levels. The 6th week of the gold build was just refining and optimising the game to be able to work on the PS4. Again, there was little to do in terms of the art side of things as soon as we got back from PAX, most of the artist needed to work on other assignments.
This was a big week when it came to rehashing the character as I started to attempt on re animating the jump and redoing some death animations that we needed to add for Dylan’s level. I am proud of the death animations that I had done but I was unable to implement both animations, as the player animator was much unorganised. This was not a good sign for what was to come, as I would and try to attempt to edit the games jump animation. I was able to edit the old animations without too much of hassle and was able to ask for help from the programmers about the animator. While changing this animation, we were also able to fix animation bugs. Whilst updating these animations, we decided to animate the landing animations as well. This took quite a while to set this up but I think everyone is happy with the result. After this I started on modelling the Viewmaster which would be the level select.
More implementation on assets this week as we start fixing up the first levels a little bit. This meant making the leaf blower a little easier and more readable. We remodelled it and gave it animations to put into the level with. Also got the fire animations in that was just two mesh floating in a circle around each other. A pretty easy fix for a fire particle but really effective with it came to our game. Also went on to animate the talking sign that would help the player through the start of the level to make tutorials a little more obvious. Another thing that I worked on was animating a grab animation that would be masked so that his right arm would pick up the box instead of the box magnetising the player’s hand.
This week we worked filling the new Aztec jungle with assets and we needed to pump them out fast. I personally started on making two variants of the jungle trees in the game that would work to be able to make at least four variants. After this, I went to make a rig for the second computer, which had a huge mace on the bottom of it. I went on to animate the same rig and place that into the game. Porting these animations was a first for me as I usually ask one of the programmers to put it in or ask Juane about it. I really enjoyed learning how to import these animations into unity and working on animation blending.
The first week back was all about changing what we had from the feedback that we got from the lastest Alpha/Beta build. This meant getting altogether and to plan out our goals for the whole of gold build. Talking about re animating the jump animations and walking animations. Not only this but we wanted to implement a completely new level that was in the aesthetic of an Aztec jungle. First thing that we wanted to implement was a robot that would work as an NPC to place throughout every level. This animation took a while but I am very happy how this turned out and all we need to do is just put it into the game.
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