Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts

Monday, 18 April 2016

Easter Update

-Score is now a time trial instead
-Water now does damage over time rather than instant kill
-New arms are starting to be added in
-Changes to boss mechanics, the boss will begin his leap from farther away

-Work nearly finished on 1:1 scale wooden minigun for exhibition





Friday, 5 February 2016

Shop Unwrap & Texture Updates

Here is the shop unwrap, I had some major issues unwrapping the drone, the verts were crossed in the UV editor, I removed the drone and unwrapped the shop, the hologram area on the shop has been removed and instead of having the drone animate which we don't have time for the drone will be the projection of the shop: 







The rest of the textures have had updates, one of the feedback given to us when using the gatling gun was that the screws were far too big, screw size has been reduced and more have been added, black lines were added to all the textures, thicker black lines on certain areas will give it a more cel shaded feel, more grunge was added to the guns (Including drone) along with the completion of the shotgun texture, the pistol had minor additions to the grunge layer, the decals have been flipped to be the right way when put into engine:




Engine Update and Tester Feedback

After a game testing session at Crowleys last night, a lot of the feedback has been taken on board and applied to the current state of the game, some of the feedback is as follows:


  • Remap Dash Key, move abilities to the D pad
  • Enemies should be slower
  • Ranged Enemies need to be less accurate
  • Lighten up areas
  • Use a brighter laser colour
  • Shotgun pellets need to be smaller for less accurate shots
  • Enemy textures need to stand out from the environment
  • Pricing of items in shop
  • Shop men (the u is cut out on the shop)
  • Reload speed should be shorter
  • Reload visual feedback
  • Taking damage visual feedback


Points Addressed


  • Enemies should be slower
  • Lighten up areas
  • Use a brighter laser colour
  • Shotgun pellets need to be smaller for less accurate shots
  • Enemy textures need to stand out from the environment
  • Pricing of items in shop
  • Shop men (the u is cut out on the shop)
  • Reload visual feedback


Nearly there, just a few more things need to be addressed...

New additions to the engine:


  • Updated landscapes with dirt textures
  • Egg clusters finally added!
  • New boss texture added WITH the skinned + rigged model





Friday, 27 November 2015

Pistol Texture Changes, Emissives & Final Shotgun UV and Base Texture

I updated the pistol paint detail and had to change the position of the chamber holes and the gun name decals because it was hidden. Based on the emissive Dan done to the pistol which is now working, I was able to add my updates into engine and create the emissive for the shotgun myself, the base colours and details are on the shotgun and need paint details added over the weekend:











Monday, 16 November 2015

Updates to hunter alien model





Fixed up some of the issues with the model previously, will need to get it evaluated and see where else it needs fixing later. Gonna do the ranger model this week and block out the boss alien. Stretch goal of modeling the boss alien too if I can.

Friday, 23 October 2015

Final Environment: Updated





Here is the updated version of the concept based of the idea of the grove at the bottom of the rock spire.I have tried different foliage but settled on some cave mushrooms and grass shoots.I keep changing my mind all the time,tried green but changed to purple etc and not sure about.

Wednesday, 14 October 2015

More Environment Ideas/Thoughts




I realise these are probably not what is needed but its some work I did for the environments  showing the jump platforms spiralling around the central rock formation with some holes/gaps for enemies to possible spawn through as well. ,There are many things I need to improve and know dont work well in them both.First is based off the image Aaran did rough on squared paper.Second one based more on the image from the moodboard that we liked.I  can hopefully get a better understanding tommorow with some screenshots of this area from the blockout as we discussed with Jules on Monday.Thanks