Monday, 29 February 2016

Targets 29/2/2016

Rhys - Texture the portal device

Paul - Fix the Arms animations

Aaran - Finish and implement the HUD, get opinions on the HUD and the loading screen to choose a final design

Daniel - Polish game and address player feedback (example, shop placement, making enemies not run into the water, center mouse position when opening shop)

Friday, 26 February 2016

UI Designs - In Game Designs & Loading Screens

Here are the designs for the in game hud, we wanted a helmet interior feel to it so wen with vectors and transparent colours, one idea was to have the health bar on the left and one health bar on the top, I put some different colours in there to spike opinions, the team are leaning more towards orange, kept the original font 'ROBO' with italics in certain areas and an inner/outer glow, the text is just placeholder, an example of what it would look like in game was added, and a dash bar was added just for cosmetic purposes, after our next testing session I hope to refine any areas that need refining and have it in game by the end of next week along with the main menu. Loading screens have also been completed, did quick gif images to show how the icon will be animated in engine, we also plan to get feedback on the loading screens when we do our next test in order for refinement:






















Updated Portal Model


Portal Update:

Model-Maya



Model-Engine


Old texture applied to the base of the updated model, still will need to sort out a texture for the portal rings and then probably redo the ramp and base texture.





Player character animations attempt

https://youtu.be/HwWaL03jKYk


https://youtu.be/RL44SizGq-0

https://youtu.be/uovegHQ-EM4





Tried to get as much as I could done for the character's animations atm. The skin between the wrist and hand twists far too much to be able to position the hands where I want, and the shoulders have to rotate around completely in order to pose them without this issue. Scale is also wrong on the guns and I had to size them up, but with no clear scaling for them between modelling and engine imports. Can't do the shotgun currently because it's difficult to judge the scale and get the hand onto the pump at the moment.



Thursday, 25 February 2016

Shop controller functionality

Sorry for poor quality, I can't for the life of my get OBS to not freeze and crash on my PC (which is good enough to handle what I'm asking of it)


Shop without Oculus

Using the head to rotate, the player can press A on the button to use it.





Shop with Oculus

Using the analog stick and a button, the player can select buttons and purchase items.


Monday, 22 February 2016

Targets 22/02/2016

Daniel - Create 'God Rays', Enemy spit ball, Begin particle work for steam and bubbling water

Aaran  - Create the HUD sprites to add into engine

Paul - Animate the characters arms to hold the gun, to replace Unreal's FPS arms, then animate a walk cycle

Alwyn - Increase detail of the portal device

Friday, 19 February 2016

Health Potion Drops, Useable Health Packs and Health Pack Storage Upgrade



- Health Packs can be used when 1 or left d-pad is pressed
- Health potions drop to heal a small amount of health
- New water is in
- Made tweaks to spawns in the first room inside the spire, players will no longer get swarmed by loads of melee attackers instantly 


Loading Screens for Aaran





Player Testing

-Gun rotates 360 degrees

17/02/2016

Tester 1 - Alexei


  • Can go under jump obstacle
  • Enemies don't spawn correctly if you approach from the back of the portal
  • Shop buttons are still not being clicked on correctly (Tested this, can confirm it isn't fixed in 4.11 preview)
  • Sometimes enemies shoot through terrain
  • Player needs some kind of sound to alert the player of approaching enemies

Tester 2 - Daniel (Not me)


  • Faster Movement wanted
  • Dash was good
  • Maybe more than one weapon equipped at a time
  • Enemy projectiles should be faster or smaller
  • Should be more difficult
  • Enjoyed demo
  • Jump stopped working somehow (Same with Julian, no idea how to replicate this to fix it)

Tester 3 - Louis


  • Shop is hard to use (More tooltips was the idea suggested by Louis)
  • Money needs to be more clear (wot)
  • Dash mechanic is useful
  • River is hard to get out of
Tester 4 - Eleri


  • Shop is difficult to use
  • Enemies can enter the river
  • Enemies can shoot through terrain in certain situations

Minigun Fix - Axis Change & New Joints/Re-skinned and Rigged


Health Bar Progress & Loading Screen Screenshots

Here are some health bars I did on Monday, I still need to get opinions on the menu layout, for now the logo is next to the Blackout name instead of the actual O until we get our next tests done, we can ask opinions then. Some iterations still need to be done on the health bars, dan came a cross a tutorial on custom health bars on Unreal and sent it over, so I still need to experiment with that.




Player rig


Made the rigs for the arms and the body separately as per Dan's request. Body is kinda iffy with the rig around the hips area, and fingers will need rework if there is time afterwards.

Water material and Portal device Texture

Water  Material:





Heres some not very good screenshots as my recording software is playing up and cant get a video,but hopefully they will see that in game when i get file to dan.


Portal Device-Texture:






Monday, 15 February 2016

Targets 15/02/2016

Daniel - Controller vibration + Ambient sounds and more sound effects, Alien spit texture and particles

Paul - Human body skinned and rigged, Human arms skinned and rigged (body and arms should be two separate meshes)

Aaran - HUD improvements and loading screens, Fix minigun rotation

Rhys - Water material, portal device texture