Rich: Tweaking Combat system.
Bush: Learn/ begin implementing animation's into Unity.
Oliver: Textruing asset's and Lightning
Lara: Clean up shooting animation + start Death animation. Both for he Mech
Showing posts with label General. Show all posts
Showing posts with label General. Show all posts
Monday, 17 February 2014
Monday, 3 February 2014
Weekly Goals 03/02/14 - 07/02/14
Lara - cleanup of mech walk animation, start on idle animation.
Ollie - terrain textures(grass, rock, drit), unwrap wolf base asset
Matt - Finalize in game HUD design, use 1920x1080 resolution to check scale of GUI elements
Rich - Start implementing the combat system. Sort out terrain mesh, tidy up some assets and get them in the level.
Ollie - terrain textures(grass, rock, drit), unwrap wolf base asset
Matt - Finalize in game HUD design, use 1920x1080 resolution to check scale of GUI elements
Rich - Start implementing the combat system. Sort out terrain mesh, tidy up some assets and get them in the level.
Monday, 13 January 2014
Weekly Goals 13/01/14 - 17/01/14
Darren - Skinning the wolf and continuing with rig controls
Ollie - Texturing Assets
Rich - Continuing work on Mech rig adding controls and constraints
Lara - GUI work. Clean up of main menu frame, creating buttons ready for implementation.
Bush - Asset clean up and adjustments. Implementing latest GUI.
Ollie - Texturing Assets
Rich - Continuing work on Mech rig adding controls and constraints
Lara - GUI work. Clean up of main menu frame, creating buttons ready for implementation.
Bush - Asset clean up and adjustments. Implementing latest GUI.
Friday, 10 January 2014
Friday, 29 November 2013
Character Gantt Charts
Latest version of the character gantt charts for character creation and animation, thanks to Dan for sharing the layout from his charts.
Monday, 25 November 2013
Tasks for the week of 25/11/13 - 29/11/13
Oliver- Finish texturing costumes and unwrap mech.
Darren- Start rigging the monster
Lara- Start concepts for the in game HUD design elements using Matts layouts
Rich- Get the movement scripts for individual units working so that each unit has its own target in the path finding. Get user input working properly. Polish game design document, keep on top of organization with the gantt charts.
Matthew- With Lara's final design create a final GUI for the game. Optimize and fix bugs for existing assets and UV unwrap them.
Rich- Get the movement scripts for individual units working so that each unit has its own target in the path finding. Get user input working properly. Polish game design document, keep on top of organization with the gantt charts.
Matthew- With Lara's final design create a final GUI for the game. Optimize and fix bugs for existing assets and UV unwrap them.
Saturday, 23 November 2013
Name ideas
Monsters vs Mechs
Planetary Warfare
Planetary Conflict
Champion Conflict
Galactic Battles
Planetary Battles
War Games
Invictus
Imperium
Organization stuff
The folder structure for Google Drive has been adjusted to keep it organized when we start having lots of assets.
Gantt charts will track asset progression through the work flow pipeline we have set out. Displaying who has done each job and what stage it is at.
It will also be used to track bugs for each asset via linking directly to bug report documents elsewhere on Google Drive. The format of these bug reports is likely to change as it is adapted to handle more assets, perhaps also using a spreadsheet document.
Monday, 11 November 2013
Weekly Goals 11/11/13 for Monday 18/11/13
Darren - Rework Mech model, ready for rigging and animation. Heavy Mech weapon designs
Ollie - Model costumes for Mr. Wolf, UV unwrap for Wolf and armour
Rich - User input for path finding, fix path finding bugs, Mech rigging research
Matt- Optimize assets, begin UV unwrapping assets. Continue producing assets
Lara - Finalize the main menu design. Begin initial in game HUD designs.
Ollie - Model costumes for Mr. Wolf, UV unwrap for Wolf and armour
Rich - User input for path finding, fix path finding bugs, Mech rigging research
Matt- Optimize assets, begin UV unwrapping assets. Continue producing assets
Lara - Finalize the main menu design. Begin initial in game HUD designs.
Tuesday, 5 November 2013
Technical Specification for 3D modelling
To try and keep things organized across the board with the modelling everyone will have to follow these specs when creating their 3d models.
3D program - Maya 2014
Everyone should be using Maya 2014 to avoid any issues with files being changed in different versions of Maya.
Scale
To keep it simple when transferring models into unity set the working units in Maya to meters so that 1 Maya unit = 1 Meter
3D program - Maya 2014
Everyone should be using Maya 2014 to avoid any issues with files being changed in different versions of Maya.
Scale
To keep it simple when transferring models into unity set the working units in Maya to meters so that 1 Maya unit = 1 Meter
File Formats
Work files - For work in progress files inside Maya use Maya Binary(.mb)
Exported files for Unity - .FBX will be used, make sure it is set to FBX 2014 in the options menu when exporting.
Monday, 4 November 2013
Week Goals 04/11/13
Weekly Goals
Ollie - Finish Blockout for monster model
Lara - Finish weapon concepts for monsters, start looking at GUI designs
Darren - Finish weapon concepts for mechs, progress on Mech model
Rich - Implement basic pathfinding on rough blockout, start looking into rig for mech
Matt - GUI implementation, Asset modelling, potentially look into monster rigging
Ollie - Finish Blockout for monster model
Lara - Finish weapon concepts for monsters, start looking at GUI designs
Darren - Finish weapon concepts for mechs, progress on Mech model
Rich - Implement basic pathfinding on rough blockout, start looking into rig for mech
Matt - GUI implementation, Asset modelling, potentially look into monster rigging
Wednesday, 30 October 2013
1st Draft Project Outline
This is a rough outline of jobs and roles that will need to be undertaken throughout the majority of this project. This so we can try and equally delegate jobs, progression of this will be a rough gantt chart so that people always have something to do .
Characters
Concepts:
....Mechs - Darren
.... Monsters - Lara
Modelling:
....Mechs - Darren
....Monster - Ollie
Rigging:
....Mechs - Rich
....Monster - Matt
Animation:
....Mechs - Darren
....Monster - Maybe Darren(Depends how animation goes on mech)
Texturing:
....Mech: Matt
....Monster: Lara
Environment:
....Concepts - Ollie
....Level Design: Rich & Ollie
....Modelling: Will likely involve everyone doing bits an pieces
....Texturing: see above
In Engine:
....Game Mechanics - Rich
....Textures/Shaders - Ollie
....Lighting - Lara
....Sound - Potentially Matt
....GUI Implementation - Matt
....Asset Implementation - Rich
....Particle Systems - Will be decided around second semester, very much a window dressing job
GUI Design
....Layout: Matt
....Designs/Images: Lara
Characters
Concepts:
....Mechs - Darren
.... Monsters - Lara
Modelling:
....Mechs - Darren
....Monster - Ollie
Rigging:
....Mechs - Rich
....Monster - Matt
Animation:
....Mechs - Darren
....Monster - Maybe Darren(Depends how animation goes on mech)
Texturing:
....Mech: Matt
....Monster: Lara
Environment:
....Concepts - Ollie
....Level Design: Rich & Ollie
....Modelling: Will likely involve everyone doing bits an pieces
....Texturing: see above
In Engine:
....Game Mechanics - Rich
....Textures/Shaders - Ollie
....Lighting - Lara
....Sound - Potentially Matt
....GUI Implementation - Matt
....Asset Implementation - Rich
....Particle Systems - Will be decided around second semester, very much a window dressing job
GUI Design
....Layout: Matt
....Designs/Images: Lara
Friday, 11 October 2013
Tasks for next week
All
- Ideas for game name and company name
Darren
- Monster concepts adhering to visual target
- Begin creation of proxy mesh for mech character
Lara
- Mech concepts adhering to visual target
- Begin creation of proxy mesh for monster character
Matt
- Digital designs for GUI
- Look into viability of implementing the GUI e.g. scaleform, Unity GUI
Oliver
- 3x3 Environment concepts
- Paint over for mechs and monsters
- First draft of background story for game
Rich
- Start implementing path finding and collision for unit movement on prefab objects
- Finish implementation of unit creation from buildings
- Look at how to improve the camera system e.g. having a battle camera
Thursday, 3 October 2013
Outline for project
Overview
A side scrolling RTS which has 2 teams battle each other
with the hope of destroying the other player’s base. The player can produce 3
different unit types from their base and command them to win the battle. Units
are produced with points which are collected by destroying enemy units. One
team has monsters and the other team has mechs themed on the environment based
in a place in time, e.g. Mayan/Aztec, Greek s or Egyptians
Game play mechanics
- There are 3 unit types the player can produce; heavy, light and melee.
- The combat mechanics are based on a rock, paper, scissors formula or a combat triangle
- Units can be produced at each team’s base by spending points
- Points are collected by destroying enemy units or by controlling the control point in the centre of the map
- Player can direct each unit individually across the map and put them into tactical positions
- Some objects can provide cover to units which gives a defensive buff
- The players can further interact by using special abilities in the battle
- These abilities unlock over the time, more powerful abilities take longer to unlock
- Examples of ability include a lightning bolt, force field, dropping cover on the map, large AOE cannon
Level Design/Environments
There are 3 sections to each level and each level is based
around a different theme.
Level theme ideas
- Mayan/Aztec
- Section 1 progress through the jungle
- Section 2 City outskirts
- Section 3 centre of city, big temples
- Egyptian
- Section 1 desert
- Section 2 Sphinx
- Section 3 Grand temples by the Nile
- Greek
- Section 1 Mountain pass
- Section 2 Greek village
- Section 3 Greek city/port
- Native American
- Section 1 Great Plains
- Section 2 Black mountains
- Section 3 Native American village/tepee camp
Subscribe to:
Posts (Atom)






3.png)









