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WE ARE PIXELPLUG. WE ARE MAKING AN AWESOME 3D GAME FOR FYP.
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i remembered kay? - Saturday, July 31, 2010 @ 8:23 AM
Slides are on MediaFire now. Remember to do ur technical whatbullisthat.
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- @ 4:31 AM
Revive - Device used to revive. will auto activate when level is clear of threats. (used only by clones.)
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- @ 2:34 AM
FREAKING FUCKING FINAL FLOW
4 person - Scientist and 3 chosen ones Back story Long long time ago, there is this experiment whereby real humans are used. It is fully funded, and is working well. However, after years and years of research, the technology still cant be refined, and therefore is abandoned. Story However, the lead scientist is not happy about it being abandoned, and therefore wanted to continue it. There is not enough people willing to participate in this experiment, so the scientist used clones. The players are supposed to complete the lab test to get the powers. Plot Twist: A puzzle cocked up, and somehow got a hole in the ceiling. then got the clones drop out from ceiling. The players realized that they are actually not the only ones that are doing the experiment. Due to wanting to know answers and also due to the blocked path, they have no choice but to head back. At the end, they get the memory back, and the scientist found out that his original objective is to kill the rest and get everybody's power. everybody in the end is clone. |
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Viva Presentation Slides - Friday, July 30, 2010 @ 10:17 PM
Checklist of stuff to be complete today... ThemeSteam-punk? Sci-fi? Alternate history? Sci-Fi. Holographic feel. StyleCel-shading style – Outline or no outline? Detailed textures or simple ones? Borderlands/Team fortress 2/Bleach? Saturated or diluted? High contrast? (mirror’s edge or gears of war?) Toon shading. Textures are simple like team fortress 2. Color tones to be not limited. Number of locations/levels3 levels with different themes? What are the themes? Forest? Factory? Second half of game? To be discussed. CharactersName? Colours? Personality? Characters back story? How did they end up there? Finalize on character skills. Waveform for water character? Spunky. Hologram change outlook of character. Return to steampunk when hologram fails. EnemiesHow many types? What are the unique skillset for each type? Climb on walls? Resistance to fire? - Box tank. (stationary, disguise itself as a box, will be transformed into a box when compromise. Corpse can be used to solve puzzles (act as cube)) - Swarm enemies (come together as a group, will be bunched up and easy to kill) - Aerial enemies. (transformed from a security camera). - Disguised as normal critter in first half of game. - Stealth enemy (invisible) - Underground enemies (circuit board influence) - Powerful but dumb (simple minded. Eg heat seeking and will attack anything with a heat signature.) + compliment with another enemy type that shoots fire (water character hv to extinguish allies) Boss - Tetris monster - Wall monster (surprise the players and come back often) (doesn’t get killed on the spot.) - Parasite. (distrupts HUD and semi-take control of u) Screen FlowHow the menu links to each other? Intro screen? Menu screen? Options? Back storyDiary for the scientist? (can show in blackbox web) Experiment/Lab original purpose? To be discussed. Plot elementsPlot elements in game? Intro, plot twist and ending only? Tetris boss? Do we have other climatic sequence in the middle? (I think we need something significant like a landmark/climax/objective in each level. Makes it more interesting) (an idea that I have just thought of: make it something like left 4 dead for first part of the game – have an objective they have to get to in each of the level – repair something or complete something. Player think levels are not linked as they hv different themes and objectives in the first 3 level, but found out they are in hologram and objectives is to test their abilities.) (chance to break fourth wall here – have a “ending” screen at each of the level, showing the team progress. Plot twist level will have the ending screen glitch up, and player realize they are in hologram. Give play illusion that they are playing separate levels at the start.) – just an idea that I have thought up. UIMenu and HUD styles? What do we need to show? Red overlay on screen when taking damage from turrets? Only energy bar and crosshair in normal puzzle maps? HUD is high tech, will change when player is heading back. Control systemWhat is needed and what is not? Feign death and dodge is removed. Taunts? Audio commands? Any other commands beside the mouse clicks and shift? WASD Mouse Shift Space C Y Help systemDo we need a help system to prompt player the correct direction in case they are stuck? Compass. Stuff to be done… - Menu / HUD overhaul - Storyboard - Finalize of tutorial level - Powerpoint slides - Particles for fire |
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Game Development Document. - Sunday, July 25, 2010 @ 7:38 PM
1. Title Page
1.1. Game Name – Perhaps also add a subtitle or high concept sentence. 1.2. Copyright Information 1.3. Version Number, author, date 2. Table of Contents – Make sure this includes all the subsections to make finding material. If practical, hyper linking the document will help here. 3. Design History – This is a change listing quickly describing each major version and changes. 4. Section I - Game Overview 4.1. Game Concept 4.2. Feature Set 4.3. Genre 4.4. Target Audience 4.5. Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself. 4.6. Look and Feel – What is the basic look and feel of the game? What is the visual style? 4.7. Project Scope – A summary of the scope of the game. 4.7.1. Number of locations 4.7.2. Number of levels 4.7.3. Number of NPC’s 4.7.4. Number of weapons 4.7.5. Etc. 5. Section II - Gameplay and Mechanics 5.1. Gameplay 5.1.1. Game Progression 5.1.2. Mission/challenge Structure 5.1.3. Puzzle Structure 5.1.4. Objectives – What are the objectives of the game? 5.1.5. Play Flow – How does the game flow for the game player 5.2. Mechanics – What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under. Think of it as a simulation of a world, how do all the pieces interact? This actually can be a very large section. 5.2.1. Physics – How does the physical universe work? 5.2.2. Movement 5.2.2.1. General Movement 5.2.2.2. Other Movement 5.2.3. Objects 5.2.3.1. Picking Up Objects 5.2.3.2. Moving Objects 5.2.4. Actions 5.2.4.1. Switches and Buttons 5.2.4.2. Picking Up, Carrying and Dropping 5.2.4.3. Talking 5.2.4.4. Reading 5.2.5. Combat – If there is combat or even conflict, how is this specifically modeled? 5.2.6. Economy – What is the economy of the game? How does it work? 5.3. Screen Flow 5.3.1. Screen Flow Chart – A graphical description of how each screen is related to every other 5.3.2. Screen Descriptions – What is the purpose of each screen? 5.3.2.1. Main Menu Screen 5.3.2.2. Options Screen 5.3.2.3. Etc. 5.4. Game Options – What are the options and how do they affect game play and mechanics? 5.5. Replaying and Saving 5.6. Cheats and Easter Eggs 6. Section III – Story, Setting and Character 6.1. Story and Narrative 6.1.1. Back story 6.1.2. Plot Elements 6.1.3. Game Progression 6.1.4. License Considerations 6.1.5. Cut Scenes 6.1.5.1. Cut scene #1 6.1.5.1.1. Actors 6.1.5.1.2. Description 6.1.5.1.3. Storyboard 6.1.5.1.4. Script 6.1.5.2. Cut scene #2 6.1.5.3. etc. 6.2. Game World 6.2.1. General look and feel of world 6.2.2. Area #1 6.2.2.1. General Description 6.2.2.2. Physical Characteristics 6.2.2.3. Levels that use area 6.2.2.4. Connections to other areas 6.2.3. Area #2 6.2.3.1. etc. 6.3. Characters 6.3.1. Character #1 6.3.1.1. Back story 6.3.1.2. Personality 6.3.1.3. Look 6.3.1.3.1. Physical characteristics 6.3.1.3.2. Animations 6.3.1.4. Special Abilities 6.3.1.5. Relevance to game story 6.3.1.6. Relationship to other characters 6.3.1.7. Statistics 6.3.2. Character #2 6.3.3. etc. 7. Section IV – Levels 7.1. Level #1 7.1.1. Synopsis 7.1.2. Introductory Material (Cut scene? Mission briefing?) 7.1.3. Objectives 7.1.4. Physical Description 7.1.5. Map 7.1.6. Critical Path 7.1.7. Encounters 7.1.8. Level Walkthrough 7.1.9. Closing Material 7.2. Level #2 7.3. etc. 7.4. Training Level 8. Section V - Interface 8.1. Visual System 8.1.1. HUD - What controls 8.1.2. Menus 8.1.3. Rendering System 8.1.4. Camera 8.1.5. Lighting Models 8.2. Control System – How does the game player control the game? What are the specific commands? 8.3. Audio 8.4. Music 8.5. Sound Effects 8.6. Help System 9. Section VI - Artificial Intelligence 9.1. Opponent AI – The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed? 9.2. Enemy AI – Villains and Monsters 9.3. Non-combat Characters 9.4. Friendly Characters 9.5. Support AI 9.5.1. Player and Collision Detection 9.5.2. Pathfinding 9.6. Section VII – Technical 9.7. Target Hardware 9.8. Development hardware and software 9.9. Development procedures and standards 9.10. Game Engine 9.11. Network 9.12. Scripting Language 9.13. etc. 10. Section VIII – Game Art 10.1. Concept Art 10.2. Style Guides 10.3. Characters 10.4. Environments 10.5. Equipment 10.6. Cut scenes 10.7. Miscellaneous 11. Section IX - Secondary Software 11.1. Editor 11.2. Installer 11.3. Update software 12. Section X - Management 12.1. Detailed Schedule 12.2. Budget 12.3. Risk Analysis 12.4. Localization Plan 12.5. Test Plan http://www.mediafire.com/?aaz5gd13sj9abge http://www.cs.tufts.edu/comp/150CIS/AnAntsLife/AnAntsLife-GameDesignDocument.pdf http://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly http://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD
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Kok's Progress (Experimentation) - Sunday, July 18, 2010 @ 9:01 AM
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Scaleform UI! - @ 5:38 AM
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- @ 2:35 AM
Changelog: + now those cubes floating around are particles, thus we dun need to manually place them and they are randomized. should run faster than meshes as well. - particles downside is that they will not be affected by lighting. + created own HUD, removed everything that is not needed. left with only 1 bar at center of screen for ammo + platforms there are movable only in the x axis, player have to move them to center to form a bridge. - glitch occurs when player jumps onto platform when they are moving. player will bounce of them due to the behavior of the rigidbody in udk. |
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I FINISHED THE RIG BIATCHES. HEHE - Saturday, July 17, 2010 @ 10:39 PM
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Discussion on monday. - @ 10:27 PM
things that i think we need to discuss on monday. (correct me if i am wrong.) we really have to come out with a consistent art style. i been thinking about it, instead of coming out with individual objects/enemies, we should think of it as a whole, so that they matches and compliment each other. we do not want to repeat the same mistake that hong ching have with his characters. Housekeeping: - naming conventions? - ways of communication beside this blog? (need a way to get message to all members fast. dun think u guys read this blog regularly) Art style: - cel-shaded? outline stroke? textures? airborne or team fortress? - Color tones? bright vibrant colors? dull brownish vintage colors? - high contrast? (uncharted) muted/desaturated? (gears of war) - animation. - comical or serious?- exaggerated? life-like?
Level design: - environments/enemies. themes? retro? steam punk? high tech? run down? - 3 "stages". different themes? Gameplay: - fast/frantic? slow paced but requires thinking? (run and gun or set traps?) HUD: - simple usual HUD? (bars on screen) part of game? (shown in game models) Menu: - look and feel? retro-ish buttons? high-tech glowy neon kind? - fonts? - do we need a menu for viva to start game? Viva: - do we need cinematics? fly-through of level? i think it is somewhat important to discuss these stuff (or at least some of it), as we need to do up storyboard/concept art to show for viva. we need to have a unique look and feel to the game. feel free to come out with more stuff that is needed to be discussed on monday. |
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Kok's Progress (Materials Experimentation) - @ 10:58 AM
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- @ 5:28 AM
Hello guys, this is CHUCK. This is the hand for the prototype i think its enough to make the rig work. Also, i think i need someone to help model organic meshes in the team.. Anyone wanna volunteer to learn or something? The are a lot of tutorials to learn and i need help with modeling :D Anyway.. That's the model, I will be rigging tmr.. |
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- @ 5:23 AM
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- Saturday, July 10, 2010 @ 5:45 AM
HELLO, LEFT 2 WEEKS. HURRAY.
I think we will all be busy with our PPD till this coming thursday. So.. I try to finish my PPD by tmr. And i wanna start with CPD already.. BTW, Beng Boon I might not be able to finish the Rig anytime soon, but i will try. In the meantime, i hope you can research how to put animation in UDK and I might need you to help me with the orientation for UDK and Maya to work together. (X-Y-Z axis) Anyway, I think louis and i will be doing some props design so he can start modeling I do the rig. I'm not sure about the character design, I try to come up with what you guys want asap but I have been doing that for weeks and i hope i can do something different. :D So.. I hope we can have another meeting on Monday? Sort things out a little cuz time really is not on our side right now, and also we have 2 reports to write. One due on Week 14, and the other on Week 15. Kok Leong wanna finally discuss PPM? HAHA we have been pushing it till now.. So lets start on Monday |
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Game Code v2 - Tuesday, July 6, 2010 @ 4:07 AM
Before I forget, I have uploaded my newest code build to our group mediafire account. There is the physics grab code and hover code done in it. Feel free to take a look at the code/play around with the telekinesis if you care.
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i remembered kay? - Saturday, July 31, 2010 @ 8:23 AM
Slides are on MediaFire now. Remember to do ur technical whatbullisthat.
|
|
- @ 4:31 AM
Revive - Device used to revive. will auto activate when level is clear of threats. (used only by clones.)
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- @ 2:34 AM
FREAKING FUCKING FINAL FLOW
4 person - Scientist and 3 chosen ones Back story Long long time ago, there is this experiment whereby real humans are used. It is fully funded, and is working well. However, after years and years of research, the technology still cant be refined, and therefore is abandoned. Story However, the lead scientist is not happy about it being abandoned, and therefore wanted to continue it. There is not enough people willing to participate in this experiment, so the scientist used clones. The players are supposed to complete the lab test to get the powers. Plot Twist: A puzzle cocked up, and somehow got a hole in the ceiling. then got the clones drop out from ceiling. The players realized that they are actually not the only ones that are doing the experiment. Due to wanting to know answers and also due to the blocked path, they have no choice but to head back. At the end, they get the memory back, and the scientist found out that his original objective is to kill the rest and get everybody's power. everybody in the end is clone. |
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Viva Presentation Slides - Friday, July 30, 2010 @ 10:17 PM
Checklist of stuff to be complete today... ThemeSteam-punk? Sci-fi? Alternate history? Sci-Fi. Holographic feel. StyleCel-shading style – Outline or no outline? Detailed textures or simple ones? Borderlands/Team fortress 2/Bleach? Saturated or diluted? High contrast? (mirror’s edge or gears of war?) Toon shading. Textures are simple like team fortress 2. Color tones to be not limited. Number of locations/levels3 levels with different themes? What are the themes? Forest? Factory? Second half of game? To be discussed. CharactersName? Colours? Personality? Characters back story? How did they end up there? Finalize on character skills. Waveform for water character? Spunky. Hologram change outlook of character. Return to steampunk when hologram fails. EnemiesHow many types? What are the unique skillset for each type? Climb on walls? Resistance to fire? - Box tank. (stationary, disguise itself as a box, will be transformed into a box when compromise. Corpse can be used to solve puzzles (act as cube)) - Swarm enemies (come together as a group, will be bunched up and easy to kill) - Aerial enemies. (transformed from a security camera). - Disguised as normal critter in first half of game. - Stealth enemy (invisible) - Underground enemies (circuit board influence) - Powerful but dumb (simple minded. Eg heat seeking and will attack anything with a heat signature.) + compliment with another enemy type that shoots fire (water character hv to extinguish allies) Boss - Tetris monster - Wall monster (surprise the players and come back often) (doesn’t get killed on the spot.) - Parasite. (distrupts HUD and semi-take control of u) Screen FlowHow the menu links to each other? Intro screen? Menu screen? Options? Back storyDiary for the scientist? (can show in blackbox web) Experiment/Lab original purpose? To be discussed. Plot elementsPlot elements in game? Intro, plot twist and ending only? Tetris boss? Do we have other climatic sequence in the middle? (I think we need something significant like a landmark/climax/objective in each level. Makes it more interesting) (an idea that I have just thought of: make it something like left 4 dead for first part of the game – have an objective they have to get to in each of the level – repair something or complete something. Player think levels are not linked as they hv different themes and objectives in the first 3 level, but found out they are in hologram and objectives is to test their abilities.) (chance to break fourth wall here – have a “ending” screen at each of the level, showing the team progress. Plot twist level will have the ending screen glitch up, and player realize they are in hologram. Give play illusion that they are playing separate levels at the start.) – just an idea that I have thought up. UIMenu and HUD styles? What do we need to show? Red overlay on screen when taking damage from turrets? Only energy bar and crosshair in normal puzzle maps? HUD is high tech, will change when player is heading back. Control systemWhat is needed and what is not? Feign death and dodge is removed. Taunts? Audio commands? Any other commands beside the mouse clicks and shift? WASD Mouse Shift Space C Y Help systemDo we need a help system to prompt player the correct direction in case they are stuck? Compass. Stuff to be done… - Menu / HUD overhaul - Storyboard - Finalize of tutorial level - Powerpoint slides - Particles for fire |
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Game Development Document. - Sunday, July 25, 2010 @ 7:38 PM
1. Title Page
1.1. Game Name – Perhaps also add a subtitle or high concept sentence. 1.2. Copyright Information 1.3. Version Number, author, date 2. Table of Contents – Make sure this includes all the subsections to make finding material. If practical, hyper linking the document will help here. 3. Design History – This is a change listing quickly describing each major version and changes. 4. Section I - Game Overview 4.1. Game Concept 4.2. Feature Set 4.3. Genre 4.4. Target Audience 4.5. Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself. 4.6. Look and Feel – What is the basic look and feel of the game? What is the visual style? 4.7. Project Scope – A summary of the scope of the game. 4.7.1. Number of locations 4.7.2. Number of levels 4.7.3. Number of NPC’s 4.7.4. Number of weapons 4.7.5. Etc. 5. Section II - Gameplay and Mechanics 5.1. Gameplay 5.1.1. Game Progression 5.1.2. Mission/challenge Structure 5.1.3. Puzzle Structure 5.1.4. Objectives – What are the objectives of the game? 5.1.5. Play Flow – How does the game flow for the game player 5.2. Mechanics – What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under. Think of it as a simulation of a world, how do all the pieces interact? This actually can be a very large section. 5.2.1. Physics – How does the physical universe work? 5.2.2. Movement 5.2.2.1. General Movement 5.2.2.2. Other Movement 5.2.3. Objects 5.2.3.1. Picking Up Objects 5.2.3.2. Moving Objects 5.2.4. Actions 5.2.4.1. Switches and Buttons 5.2.4.2. Picking Up, Carrying and Dropping 5.2.4.3. Talking 5.2.4.4. Reading 5.2.5. Combat – If there is combat or even conflict, how is this specifically modeled? 5.2.6. Economy – What is the economy of the game? How does it work? 5.3. Screen Flow 5.3.1. Screen Flow Chart – A graphical description of how each screen is related to every other 5.3.2. Screen Descriptions – What is the purpose of each screen? 5.3.2.1. Main Menu Screen 5.3.2.2. Options Screen 5.3.2.3. Etc. 5.4. Game Options – What are the options and how do they affect game play and mechanics? 5.5. Replaying and Saving 5.6. Cheats and Easter Eggs 6. Section III – Story, Setting and Character 6.1. Story and Narrative 6.1.1. Back story 6.1.2. Plot Elements 6.1.3. Game Progression 6.1.4. License Considerations 6.1.5. Cut Scenes 6.1.5.1. Cut scene #1 6.1.5.1.1. Actors 6.1.5.1.2. Description 6.1.5.1.3. Storyboard 6.1.5.1.4. Script 6.1.5.2. Cut scene #2 6.1.5.3. etc. 6.2. Game World 6.2.1. General look and feel of world 6.2.2. Area #1 6.2.2.1. General Description 6.2.2.2. Physical Characteristics 6.2.2.3. Levels that use area 6.2.2.4. Connections to other areas 6.2.3. Area #2 6.2.3.1. etc. 6.3. Characters 6.3.1. Character #1 6.3.1.1. Back story 6.3.1.2. Personality 6.3.1.3. Look 6.3.1.3.1. Physical characteristics 6.3.1.3.2. Animations 6.3.1.4. Special Abilities 6.3.1.5. Relevance to game story 6.3.1.6. Relationship to other characters 6.3.1.7. Statistics 6.3.2. Character #2 6.3.3. etc. 7. Section IV – Levels 7.1. Level #1 7.1.1. Synopsis 7.1.2. Introductory Material (Cut scene? Mission briefing?) 7.1.3. Objectives 7.1.4. Physical Description 7.1.5. Map 7.1.6. Critical Path 7.1.7. Encounters 7.1.8. Level Walkthrough 7.1.9. Closing Material 7.2. Level #2 7.3. etc. 7.4. Training Level 8. Section V - Interface 8.1. Visual System 8.1.1. HUD - What controls 8.1.2. Menus 8.1.3. Rendering System 8.1.4. Camera 8.1.5. Lighting Models 8.2. Control System – How does the game player control the game? What are the specific commands? 8.3. Audio 8.4. Music 8.5. Sound Effects 8.6. Help System 9. Section VI - Artificial Intelligence 9.1. Opponent AI – The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed? 9.2. Enemy AI – Villains and Monsters 9.3. Non-combat Characters 9.4. Friendly Characters 9.5. Support AI 9.5.1. Player and Collision Detection 9.5.2. Pathfinding 9.6. Section VII – Technical 9.7. Target Hardware 9.8. Development hardware and software 9.9. Development procedures and standards 9.10. Game Engine 9.11. Network 9.12. Scripting Language 9.13. etc. 10. Section VIII – Game Art 10.1. Concept Art 10.2. Style Guides 10.3. Characters 10.4. Environments 10.5. Equipment 10.6. Cut scenes 10.7. Miscellaneous 11. Section IX - Secondary Software 11.1. Editor 11.2. Installer 11.3. Update software 12. Section X - Management 12.1. Detailed Schedule 12.2. Budget 12.3. Risk Analysis 12.4. Localization Plan 12.5. Test Plan http://www.mediafire.com/?aaz5gd13sj9abge http://www.cs.tufts.edu/comp/150CIS/AnAntsLife/AnAntsLife-GameDesignDocument.pdf http://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly http://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD
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Kok's Progress (Experimentation) - Sunday, July 18, 2010 @ 9:01 AM
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Scaleform UI! - @ 5:38 AM
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- @ 2:35 AM
Changelog: + now those cubes floating around are particles, thus we dun need to manually place them and they are randomized. should run faster than meshes as well. - particles downside is that they will not be affected by lighting. + created own HUD, removed everything that is not needed. left with only 1 bar at center of screen for ammo + platforms there are movable only in the x axis, player have to move them to center to form a bridge. - glitch occurs when player jumps onto platform when they are moving. player will bounce of them due to the behavior of the rigidbody in udk. |
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I FINISHED THE RIG BIATCHES. HEHE - Saturday, July 17, 2010 @ 10:39 PM
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Discussion on monday. - @ 10:27 PM
things that i think we need to discuss on monday. (correct me if i am wrong.) we really have to come out with a consistent art style. i been thinking about it, instead of coming out with individual objects/enemies, we should think of it as a whole, so that they matches and compliment each other. we do not want to repeat the same mistake that hong ching have with his characters. Housekeeping: - naming conventions? - ways of communication beside this blog? (need a way to get message to all members fast. dun think u guys read this blog regularly) Art style: - cel-shaded? outline stroke? textures? airborne or team fortress? - Color tones? bright vibrant colors? dull brownish vintage colors? - high contrast? (uncharted) muted/desaturated? (gears of war) - animation. - comical or serious?- exaggerated? life-like?
Level design: - environments/enemies. themes? retro? steam punk? high tech? run down? - 3 "stages". different themes? Gameplay: - fast/frantic? slow paced but requires thinking? (run and gun or set traps?) HUD: - simple usual HUD? (bars on screen) part of game? (shown in game models) Menu: - look and feel? retro-ish buttons? high-tech glowy neon kind? - fonts? - do we need a menu for viva to start game? Viva: - do we need cinematics? fly-through of level? i think it is somewhat important to discuss these stuff (or at least some of it), as we need to do up storyboard/concept art to show for viva. we need to have a unique look and feel to the game. feel free to come out with more stuff that is needed to be discussed on monday. |
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Kok's Progress (Materials Experimentation) - @ 10:58 AM
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- @ 5:28 AM
Hello guys, this is CHUCK. This is the hand for the prototype i think its enough to make the rig work. Also, i think i need someone to help model organic meshes in the team.. Anyone wanna volunteer to learn or something? The are a lot of tutorials to learn and i need help with modeling :D Anyway.. That's the model, I will be rigging tmr.. |
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- @ 5:23 AM
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- Saturday, July 10, 2010 @ 5:45 AM
HELLO, LEFT 2 WEEKS. HURRAY.
I think we will all be busy with our PPD till this coming thursday. So.. I try to finish my PPD by tmr. And i wanna start with CPD already.. BTW, Beng Boon I might not be able to finish the Rig anytime soon, but i will try. In the meantime, i hope you can research how to put animation in UDK and I might need you to help me with the orientation for UDK and Maya to work together. (X-Y-Z axis) Anyway, I think louis and i will be doing some props design so he can start modeling I do the rig. I'm not sure about the character design, I try to come up with what you guys want asap but I have been doing that for weeks and i hope i can do something different. :D So.. I hope we can have another meeting on Monday? Sort things out a little cuz time really is not on our side right now, and also we have 2 reports to write. One due on Week 14, and the other on Week 15. Kok Leong wanna finally discuss PPM? HAHA we have been pushing it till now.. So lets start on Monday |
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Game Code v2 - Tuesday, July 6, 2010 @ 4:07 AM
Before I forget, I have uploaded my newest code build to our group mediafire account. There is the physics grab code and hover code done in it. Feel free to take a look at the code/play around with the telekinesis if you care.
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profile
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tagboard
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linkage
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others
Credits:
Layout ;
Icons ;
Inspiration .
Previous Posts: GAME-PLAN. SUBJECT TO CHANGE ; Character Names & Their Characteristics ; STORY [Locked] ; Correct me if im wrongEric: - the ending can have ... ; ; i remembered kay? ; Revive - Device used to revive. will auto activate... ; FREAKING FUCKING FINAL FLOW4 person- Scientist an... ; Viva Presentation Slides ; Game Development Document. ; Previous Months: April 2010 ; May 2010 ; June 2010 ; July 2010 ; August 2010 ; September 2010 ;
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