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Friday 28 November 2014

[Animation] Weight Painting










Problems encountered

  • The hip pouches proved a problem along with the belts
  • The shoulder, elbows and wrists were a minor problem
  • The foot and heel were a major problem 
Problems Fixed
  • I eventually managed to fix the pouches and belts their is still some clipping issue but I think its passable wont know for sure until a lecture looks at it
  • The shoulder and arms weren't much of a problem just some minor painting to fix that
  • After talking with Mark I was able to find a solution to the foot problem so that's fixed now I just need to do the right foot and then it should be done
Next targets
  • Talk to a lecturer regarding the painting to see if it acceptable or what I could improve on
  • Start with fixing the MoCap data so that I can start to see how Flynn moves around and to see if there is any noticeable problems 

[Engine] Velocity based fall damage, character death and other things

Kills the player

Fall damage based on how fast character is going instead of time in air
Health bars are working properly too

[Environment] This weeks progression


The progression moving on from last week and the work being completed and moving onto our next part.

Week 9 - Gantt Chart


Merchant Building #1

Merchant Building #2

Merchant Building Ref  #2



[environment] environment development

These are two of the warehouses that will feature in the level. The windows and doors are separate modules as it will save on polygons as the player will not enter any of these buildings for the time being.


Warehouse 2 wireframe


Warehouse 2 normal


Warehouse 1 wireframe


Warehouse 1 normal

[Modelling] Final Deviant Reference Drawings & Blockout

Aaran Griffiths
[28/11/14]

Here are the final reference drawings and blockout for The Deviant, as a character, he isn't priority so we wanted to get the initial blockout in for him aswell as subtle development alongside other fundamental tasks:
















[Modelling] Final Reference Drawings & Gauss Progress

Aaran Griffiths
[28/11/14]

These are the final reference drawings and some screenshots just to illustrate the progression with the Gauss model which alongside Flynn, takes priority with completion for Januarys presentation, I've start manipulating the verts and shaping the body aswell as putting in subtle indentations in for the ridges:











Thursday 27 November 2014

[Engine] Health/Mana bars on HUD, Player respawn when killed

Engine Update


Health and Mana Bars:



What it looks like in designer:
Setting up health bar, looks exactly the same for mana bar
 Casting health bar to HUD:


 What it looks like in game (Mana bar color is bugged, won't change off default orange)


To fix: 

Bars don't scale, it's completely full until you hit 0 health/mana, then it's completely empty.
Mana bar different colour

To do:


Open interface for Grimm when button is pressed
Pushable butons for spells with D Pad mapped to UI

Player respawn mechanic:

For now I set it so if you press F the player dies, waits 2 seconds and then respawns. 






To do:

Kill player when 0 health is reached (I can't figure out where to add it on to the fall damage or how to start it as it's own independent blueprint, I'm sure It's painfully obvious but I can't think it up right now)
Print death message on screen when player dies?

Will do velocity based fall damage in class, need to verify something.