This was the last week we have on the Vertical Slice build, and I’m pretty proud from what we’ve come from. All there was for me to do this last week was to finish off refining the security guard animations and make a particle effect for a portal that takes the player to the next level. Vertical slice had taught me a lot of the pipeline that is needed for an indie development team. Where I thought that the game had looked like it had turned in the wrong direction, it came around in the end and I’m pretty happy about that result. There were a lot of places for improvement in a team and personal improvement.
This was the first project that we worked on that left most of the animation on me while the others were working in the preferred areas. This left a little pressure at the start, as I didn’t know how we would approach the different animations. The jump was one of the few problems that we faced when it came to making the animations all animated. It was hard to understand what we needed to but we were able to get through it relatively easy without too much content be laid to waste. There was a lot of discussion, especially when it came to the arm, but again we were able to get through it. Some things that we’ll need for the future is me being to use unity and be able to be confident in adding my own animations to the build so that I can personally test the animations myself rather than waiting. Some parts of the rigging progress I’ll need to able to understand how to edit the rig and add my own parts to it. I did learn a lot from trying to replicate Juane’s rig for the security guard we he was absent. Another part of rigging is that I need to improvement on is my skin weight painting so that mesh doesn’t deform when that animations occur. The list could go on, but I’ve got a log of what needs to be looked out for in the future. I’m glad that we were be able to do this at the end of year as it gives us a taste of self-driven game development the aid from the tutors to keep the team on track.
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