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Saturday, 31 January 2015

[Character] Deviant Arm/Club & Leg Detail

Aaran Griffiths
[31/01/15]

Here is just a couple more screenshots of the arm and legs, to save some time I duplicated the club and tweaked it to make the upper leg, worked pretty well in my opinion but just needs flipping. Starting to get a feel for the style with the ridges, just need to make sure Gauss looks similar now, feedback on everything if you can guys. I've started work on adding more detail into the lower leg and shoulder, hopefully can get the whole arm done by tomorrow evening, I'll be speaking discussing progress with Aidan through Facebook and we'll also be creating a character style moodboard through Pinterest etc. They will be added up here with the surface referencing mentioned in the previous post:









[Engine] Start Menu

What it looks like:




Need to hide the HUD for this, also might add a background image, for some reason when I attempted to put one over the entire screen it hid the quit button. Need to hide in-game HUD.

I tried packaging the game so it can be launched from an .exe but I keep getting package errors, will need to go over this in class.

Friday, 30 January 2015

[Character] The Deviant - Model Update

Aaran Griffiths
[30/01/15]

So just a quick update on the deviant model, I changed some of the deposits to a flat style to give the deviant more of a brute feel, I've added in alot more detail to the main body and arm alongside the imported runic icon so he's slowly but surely coming to life, I also took a look at some hand painted rock surfaces and such for when both Gauss and The Deviant are being textured. Still a long way to go with the overall detail, I need to get the edges of the rock more stylised with both Gauss and The Deviant so I'm also working on that. I shall either update again later on or tomorrow depending on how much he has changed in terms of detail. I'm working on the legs right now and the addition of more crystals on the main body so shall keep progress posted. Thanks guys! - If anyone comes across some good rock topology images on Pinterest or Google Images feel free to share links on here or the Facebook group:








[General Update] Duck Samurai Meeting with Course leaders


After meeting we came up with some major factors in how Duck Samurai's Chronicles of Voidstone.




These are some of the major points we talked about during this meeting the first image showing off the flow of our game. Finally ending on our targets for the week which we have to keep with for the continuation through out the remainder of this term.

Thursday, 29 January 2015

[Production Practice 3] Beginning of Matinee setup

What it looks like:
 In game beginning of each shot:


What you're seeing:
I have the first 3 shots set up, the pan of the Canal, the pan of the tavern street and the pan to the guard gatehouse, with time set up for transition. This takes up 10 seconds of our 1 minute.
I can change the angles to fit the storyboard better

What's next:
Rough out the rest of the shots to the storyboard. Figure out how to get action shots.


[Production Practice 3] CVS Game Teaser Trailer


Production Practice 3 - Teaser Trailer

29th January 2015

As we moved onto creating our own Game Teaser Trailer for Chronicles of Voidstone we came up with the outline of our trailer planned out ready to be transformed into storyboards. We have taken into consideration the time for transitions and title sequences. 

Looking into how other games teaser trailers have handled the ratio of game play mechanics to panning of their environments. 


Seeing the differences between these teaser trailers and how BattleCry adds more of a finished look and No Man's Sky add in development but here is a sneak peak at what I am working on. 


Once the group got together we came up with the original design idea for our CVS teaser trailer, It is of course subject to change due the addition of transitions and more scenes. 
Our First design of our Storyboards

Mike & Kyle worked out the timings for the teaser trailer.


Monday, 26 January 2015

[Group] Team Meeting - Monday 26th January


Due to the collapse of our team's organisation and contact between the three groups, changing this was a major priority of Duck Samurai. We spoke about the changes that need to be applied as soon as possible to the term 2 semester.


  •  New weekly meeting, every Monday with an account of what was discussed.
  •  Weekly targets set within the Monday meetings.  
  •  New Gantt Chart needed to be created for Environment to stay on track with this projects progression
  •  Character team need 2 more week for changes before coming over to environment and helping with the building of our game level. 
  •  Talking about the Games Design Document, setting it up and how we are going edit it via Google Docs. 


This will be posted on the Monday after the meeting and will need to be shown every week. To show as a team we are keeping on track with everything.

Friday, 9 January 2015

[Engine] Update

Textured Flynn in Engine



Engine




2 different loop attempts, the while loop crashes the engine with infinite loops (one error from the projectile blueprint, recurring errors from the HUD)
For loop applies 0 damage and instantly executes the completed node (aka destroys the actor)

Double Jump works.
Need to mess with in character blueprints for slow/root effect spell

[Environment] Tavern Interior & Building Faces 9/01/2014

This post will include some more of the tavern interior and the design of the building fronts leading up to the tavern ready for the target this will include the start of the unwrapping and the texturing ready for the presentation.

What I need to do over this weekend and next week:

Interior Priorities 

  • Chair - 2nd variation (Creating a more standard design in comparison to the first variation.)
  • Wooden Beams (Supports for the interior and also to add aesthetic value to the scene.)
  • Fireplace (Sticking to the design we had in mind it would include a fireplace somewhere within the tavern.)
  • Walls & Floors (These are essential to the whole design.)
Interior Aesthetics

Standard design for these as they are to fill the scene on tables and the bar.
  • Jugs
  • Tankards
  • Bowls
  • Candles
Back to the streets

Thinking that the street building fronts were done by I have been so focused on the interior that Ben & I forgot to create the faces of these building to be textured into the scene ready for the presentation.


Thursday, 8 January 2015

[Environment] Update on the Tavern Interior



Update on the interior this is the main focusing after deciding on some of the main features need to make sure I am creating these assets with a design that I can imagine our tavern to look like.


Bar Stool - Wooden & Stone Legs.
Table - 01
Table - 02
Bar & Shelves
Bar Pumps_01
Bar Pumps_02


[Animations] Current Stage

https://www.youtube.com/watch?v=qiIX62YqYMM&list=PL0EAwus0Z2-SMqm8SYV_QEmoSwR3Wi_65

This is a playlist containing 8 of the 9 animations that I need to do for the first deadline. They are still in need of some considerable cleaning especially the ones in motion builder. Over the Christmas holiday I had a go at doing some of the animation in Maya this ending up being a better method of creating animation as it was much quicker to do and a lot less cleaning while the motion builder files required a lot more time to clean up successfully. I now need to work with Rhys to get them in engine ready for use

[Character] Grimm Complete?

1*1024 Diffuse Map
1476 Tris




[Pre-Viz] Assets for Pre-Viz


Just some of the assets to fill the scene for Pre Viz. 







[Engine] Progress Update

Air Double Jump:
 Need to add event landed to the blueprint somehow so I can reset the spell so It can keep being activated. Also, it doesn't work.
 Need to figure out a way to execute the velocity of the target being reduced to 0. Same for the ice projectile's slow effect, but instead it needs to slow the target by X% amount.
This was my attempt at the fire "wall" . Spell deals 0 damage and instantly gets destroyed when the player walks over it. Need to time it so it lasts X seconds.

Other problems
Fireball spell needs a timer added to it to space out the DoT effect.

Can't figure out how to do:
Air Knockback (Can't get physics impulse (not even sure if I'm doing it right) to work on test character (using flynn's mesh/skeleton))
Earth Wall spell: nothing spawns on activating spell. Need to add timer so it lasts X seconds (but first solve spawning issue)
Ice Shield (need to somehow reduce damage the player takes when the component around the shield is overlapped, I don't know how to go about this)