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)
Monday, 29 February 2016
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.
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
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
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