Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

Monday, 17 February 2014

Weekly Goals.

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

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.

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.



Friday, 10 January 2014

Friday, 29 November 2013

Asset List

Still more to be added but here is the start of a finalized asset list.



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

Game Design Doc and more organization stuff












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. 

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.

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
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

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

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