A few weeks before the deadline the weargear still needs some work. Tyler wanted me to make sure the weargear options for Ore were ok. I saw most of them in order. Tyler, however, wanted to add some specific weapons to a certain unit to boost up their offensive characteristic which was one of the main issues our race had in several playtest.
Then, we had to make sure the replace and default options make sense. This was a mess, lots of weapons were shared indistinctly among units. We had to create a couple and exchange a good part of them. Finally, Jeremy asked me to write a list that shows which weapon can be replaced. I just followed examples from current codex and asked for feedback. I wasn't big deal.
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Matt was considering to make a video for Demo Day presentation. So he asked me if I wanted to join that team with Jade to plan it. I loved the idea because it was a unique opportunity to implement my films knowledge. Also because I was sure it wasn't a good idea at all to show our buggy pre-alpha playable. So Jade started by listing every asset ready to be shown. Then I proceeded to make a rough storyboard of how the video could be. It was tricky to fit in a few seconds all the features we wanted to show. But I ended up with a nice idea that I believe it would have been nice to watch. I didn't finish it though because Matt finally discarded the video to try to have a playable before the deadline.
Seth asked us to put more stuff into the build. He didn't seem satisfied with the current state of it. He wants more minigames mostly. I considered the option but ended up I discarding it because traditional games weren't the main feature I wanted to implement. To recreate the idea of "experience" I decided to focus on other environmental ideas. So we finally implemented the radio in which the player would be able to change the background music just interacting with it. After having it functional I wanted to add more songs. I searched a lot but it was very hard to find free songs that actually match with the aesthetic I had in mind. Same for the landscapes I increase their number from 7 to 20 but took me hours to find the right ones. Because the furniture had a cartoonish style I decided we need to put only pixel art landscape, I don't know, it was just a hunch.
This week I took what seems to be a simple task. I just had to take care of keywords and faction keywords for every unit of our race. After looking how it is done in older codex I realize that there is a difference between characters (warlords), infantry (normal units), vehicles (usually heavy support, transport or fast attack), flyer, and monsters. Beside this, I only have to add the unit name to complete it. Faction keywords were actually even easier. The only thing I had to do was put the name of our race and specify which sub-race belong, if it was more than 2 and if it was a Psyker. Pretty easy stuff to be honest.
As I completed my previous tasks I ended up without anything else to do for this week. So Andy told me that art team needs more prop for the museum level, the idea was to reach a number around 100. I spent most of the class looking images from famous museums around the world to see how they look like. It was quite challenging because most of them have very specific themes and the decoration was made accordingly. Even so, I manage to found around 50 objects that fit into the vision I had of the museum level. Then I had to find concrete images that can be used as main references. After several hours looking I was satisfied with the number and the appearance of the props that I found.
Chris was having some problems setting up the card game on the room table. After trying several possible solutions he realized that the proportion and dimensions of the room may be off. So I had to re-seized and relocated all the furniture. It was a long and annoying task but at least solve the previous problem. Which as always led to another problem: the scale of the furniture was completely off in relation to the player view. So I re-scaled every single piece of furniture to make sure the proportions were right. It was mostly a matter of increasing the size of everything although the dark side was that the room feels now way smaller. Oh well, I guess that is not a big deal if the instance seems credible.
(ADD A ENGINE IMAGE!) I rearranged all the assets to the corners with the idea of clearing the battlefield. Tyler showed me how to manipulate terrains: things like editing the proportions, add hills, change the textures and colors. There was also the option of add trees, which I used to add bushes actually. The idea was to outline each player starting zones with them. That makes the terrain a little heavy but I believe it should work. It looks clear, nice, the navigation mesh worked perfectly and the number of the assets seems appropriate. So I definitely want to go with this version.
Tyler wanted to double check every single ability for the units. The idea was that each one should have at least one unique ability. That actually makes total sense if the idea is to differentiate each one. So I took Ore again to keep in consonance with my previous work. Overall I took out the weakest one and create new ones to fill that blank. Also if I didn't feel comfortable with an old one I just went to the strategic team's ability list to find a better one. This time I also took reference from Necrons which I liked them. My intention was to adapt this to our race necessities. I put provisional names for all the new ones but I really would like that someone from Lore team corrects them...
As I wanted to keep working on enemies because they have been my main task since the beginning of the semester. I was asked to help with animations implementation. We already had the animations ready to be triggered the only thing we need now was to insert them into the build. But I couldn't. I had to ask for help to Hector, Matt, and even Nikki. I felt I really like I really failed this one.
So I just hopped on the stuff I could do. I started to playtest the enemy behavior scene over and over again. I found a couple of problems: once the enemies reached you they won't continue chasing you anymore and the fact that after a few seconds standing they started to slowly move sideways. I finally communicated these problems to Chris so he could fix them. Because we somehow failed with the desert scenario I was open to considered other scenario themes. Nuhi uploads to the drive a package called "sci-fi platform" which had some basic assets to build a futuristic scenario. Eric played a little with this but he quickly realized that there weren't enough assets to build something big enough, It was pretty basic. At the beginning, I liked this idea because it matches perfectly with our futuristic units. But the lack of assets was a serious limitation. I ended up asking Noha which one he prefers and he said the desert one was closer to his vision. It will be the desert settlement then.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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