Saturday, June 4, 2011

lots O' small things

Almost finished updating lvl1
got tons of achievements in and made alot of feedback tweeks hope everyone likes it.

Thursday, May 26, 2011

Week 8 stuff

Worked a bit on the fog texture, still not totaly happy with it.
and flushed out more of the ingame scripts.

Thursday, May 19, 2011

coming to an end

Comming to an end here,
Been doing alot of work for the game.
about 70% of the scripts have been completely reworked.
and lvl1 i believe is completely finished.

Tuesday, May 17, 2011

Thursday, May 5, 2011

StartMenu

refurbished the entire start menu.
I redid the start menu script from scratch.
the old scene ran at about 300fps on my home computer where as the new one is 3 times more efficient at around 900fps.
it now does work with the controller and keyboard inputs.

Thursday, April 28, 2011

blah

This last week theres been no hw passed out.
so I worked as a game tester and played the game MANY times.
also i needed a write up for credits so look for it....unless you dont like the game.... in that case don't look for it.

Alex Dierken - primarily a programmer(lead for half the project) and the sole particle creator.
Thanks to everyone, who put in the hard work to get this game finished. Hope everyone liked the fire

Thursday, April 21, 2011

Burn Complete

The fountain has been finish.
textures are done, particles are done.
script is done.
all the fire should now be overwith xD
I believe thats also last of the particles.

Thursday, April 14, 2011

BURN!!

Start to our final push.
Been working on the fire particle,
and the script for the timing on the fire.
The spinning fire still needs to be scripted out to have some type of forward vector.
but other than that all went well.

Tuesday, March 22, 2011

end of 3rd quarter

Worked out an all new push object script so that we can push and pull and not push object through walls.

Tuesday, March 15, 2011

current status

The particles have been finalized prefabbed and properly placed throughout the game build.
But the new animation for the laodscreen.
and played through the game several times over....

Tuesday, March 8, 2011

level3: Update

Brought all the level3 stuff together.
The layout I put together earlier last month.
The particles I've been working with over last couple weeks.
and brought out my old scripts from last quarter to run through the game for demonstrations
Wrote up all the game play scripts and places the essential game objects around the game.
enemyboss:

Tuesday, March 1, 2011

Load screen

Ramy modeled up an hour glasss for me and ian unwrapped it.
The final piece I think works very well.
the sand is animated and the light helps make it look like glass.
a bump will be created next to give it some extra life. maybe some carvings?


particles

over the last two weeks I've worked on researching particles and finally implementing them.



The hippo was modeled by robin and will be placed in the temple for falling sand.

Friday, February 4, 2011

Level_3

Just spent the last 3-4 hours going throughout level 3 and separating all the fbx files into a properly organized file construct and making them 30 assets instead of one.
The are all under folders with an obvious naming convention next to the corresponding prefabs, materials, mesh, and texture files.
This can now be passed off to be properly unwrapped and textured.

Me and robin had been having problems going back and forth with the old construct. It consisted of over 300 assets randomly named polysurface_"blank" and with the obvious 270 of them not being used. Also the prefabs for each had been placed under the prefabbed mesh for the entire level rather than spaced. AND!!! multiple mesh had been prefabbed multiple times. I also limited the objects by replacing objects with other objects of a very similar design to lower the number of prefabs even more. This could probably be done again to lower the count further.

Now on to reading and watching my 20+ tabs i've opened of tutorials, lectures, and articles about particles.

Thursday, February 3, 2011

Level_3 Eye

The eye has been finished as far as the script goes.
An attack using particles needs to be worked out, and the animations need to be developed so the script can play then and not do just a print.

Level_1 progression

I received many assets this week and created a temporary scene so that everyone can view what the assets currently look like.
Many more assets are needed for the level_1 design and I'm trying to push to get those done. Hopefully I'll start getting those.

Also the Eye has been implemented with a second object to constantly track the player.

Tuesday, February 1, 2011

Starts of the Eye script

The eye for our third lvl is suposed to be searching for the player and be able to attack and track the player intelligently.

Tuesday, January 18, 2011

Level 3 boss

This is the script used to generate an unfinished vision cone. and to make the eye capable of tracking the player. still needs to check for if behind wall and to check if stealthed.