Nice finished off Rig

Since we started production of the Void project I had only been assigned one task, it makes me feel really bad that I spent so long on it, but it was due to changes each week that I continued on developing it.

I had the task of getting the neutral character rigged, it has gone through many iterations. It started very very simple, but has progressed to a more complex rig.

 

Which has finally led it to look like this

 

riggy

 

 

With the two original designs of the rig, I was unaware of controls and manipulators, all I had previously done in the past was a couple of IK handles and a spline curve, and been told about IK FK Blends by a nice person from Blitz.

Although after going through different steps I then created a good rig which works in the engine. The video above shows it when it wasn't working in the engine, due to an unknown reason. This caused me to have to start the rig from scratch. But it then meant that every step I did with the rig now was tested after being added. So to insure that it didn't have any further problems. If it did I could then go back a stage. I now realise unreal needs tests done constantly as it seems like quite a fragile engine.

 

Either way you look at it, Unreal has made me more aware of the chances of problems. previously I would save a few different files, but now with each iteration it means if anything is to go wrong, I just have to look for the right file.

 

We now have a nice rigged character, and Caryn is busy animating it.

 

Also if anyone is wondering, the Unreal 3 engine does not run on a Dell mini 9, so now I have to figure out another way to take our current game about.

 

Must also say I really like the movement in the problem rig, makes me think of World Record.

Guess what is finally out of the way?

You probably didn't guess anything, but my dissertation is now finished, it was actually finished last week, but it was only printed and bound today. I put a lot of effort and heart into those 9000 words excluding quotes.

 

210507

 

I wouldn't normally blog about something like this but I was just too happy to be holding it in my hands knowing it was finished.

Lash La Rue on Holiday second meeting

Ok so two weeks have passed and I had the job of doing:

 

  • Design document
  • Squirrel and Duck interactions
  • Destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs

 

I had been concentrating so hard on my rig for Void I didn't have a large amount of spare time to give to Lash La Rue and his adventures. I did however get the design document finished to a certain state, and after this weeks meeting we all decided on the destinations from the list I came up with for the meeting.

Although the whole group had been very busy this week with dissertations and the like, so we set ourselves some more targets and by the next meeting the dissertation will have been handed in, hopefully meaning some time can be put towards Lash.

 

I set myself the task of doing:

 

  • Finishing the design document (all of the previous tasks have gone into the design document)
  • Finish the design of the main menu

 

See you in two weeks.

Void and where I see it going

Well currently we are all hoping to get a finished version of the game out of our third year project.

 

I am going to be taking it to the Blitz Open day to show it to a few people there, as well as getting to see how Blitz runs at the same time.

 

We will be taking it to Games Grads, not entirely sure on how much we shall be taken, depends on what is completed at this point.

 

I would also like to go to Develop this year as well, as I haven't managed to attend the conference yet, and would like to go see some of the keynotes while also showing our groups working to numerous people.

 

Finally our game will be going to GameCity, mainly thanks to our lovely lecturer David Surman getting a space for Computer Games Design graduates to show our work off.

 

If any other events pop up Void will hopefully make an appearance.

Lash La Rue On Holiday first meeting since the GGJ

Well the Lash La Rue team had their first meeting today, we went over many things, including the large amount of work that needs to be done in order to have it at a finished state.

 

I have allocated myself the tasks of

 

  • Design document
  • Squirrel and Duck interactions defined
  • Chosen level destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs
  • Menu screen
  • How to screen
  • Backgrounds for each level - day/dusk/night (TBC)
  • Character animations
  • Other characters
  • Assets
  • Foreground
  • Images from holidays
  • Profile images
  • Cutscenes for the ends
  • Finish screens

 

Of all that work I set myself the task of the more design based work, so it can all be sorted before going into the more art based side of things.

 

So for a deadline of two weeks I will be doing:

 

  • Design document
  • Squirrel and Duck interactions
  • Destinations
  • NPCs
  • Asset list
  • Scale chart
  • Level designs

 

As long as my dissertation and Void don't take up too much time I may be able to get some Lash La Rue work done.

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