Tuesday, May 22, 2012
Miya!
Miya is this what you want?
Did you want a video of the Particle effects or animations or anything like that?
Let me know if you need help with anything :)
This is all that you see here, just at proper size and quality for you to cut up or do w.e you want with them
http://www.mediafire.com/?k17y6tw11tdylqf
Monday, May 21, 2012
PPT urgent
Stuff I need from you guys for the PPT:
For everyone: Prepare answers for these questions for the presentation:
How did you accomplish what you set out to do?
What lessons did you learn?
What you managed/didn't manage?
What mistakes did you make and learn from? (eg/ "I left this too late...etc")
you don't have to write them here, just write the answers down for yourselves because you will have to talk about them on Thursday.
Steph:
I need screenshots of all enemies and character in maya with polycount/wireframe etc, whatever you feel will look cool and fit. Also the UI and particle effects...how they were made, screenshots.
Whatever else you want to put in.
Dean, Lex, Andrew:
make a list of everything you have done and everything you changed. example: stages of different camera angles etc. If you can think of any screenshots or images we can use then include them.
Also, tomorrow you guys have class from 9am-9pm or something ridiculous, can i meet one of you maybe before 9am? So i can get the master copy of our game from you, and all the videos so i can put it together.
I need this stuff for PPT tonight. Please upload your stuff tonight ^__^
For everyone: Prepare answers for these questions for the presentation:
How did you accomplish what you set out to do?
What lessons did you learn?
What you managed/didn't manage?
What mistakes did you make and learn from? (eg/ "I left this too late...etc")
you don't have to write them here, just write the answers down for yourselves because you will have to talk about them on Thursday.
Steph:
I need screenshots of all enemies and character in maya with polycount/wireframe etc, whatever you feel will look cool and fit. Also the UI and particle effects...how they were made, screenshots.
Whatever else you want to put in.
Dean, Lex, Andrew:
make a list of everything you have done and everything you changed. example: stages of different camera angles etc. If you can think of any screenshots or images we can use then include them.
Also, tomorrow you guys have class from 9am-9pm or something ridiculous, can i meet one of you maybe before 9am? So i can get the master copy of our game from you, and all the videos so i can put it together.
I need this stuff for PPT tonight. Please upload your stuff tonight ^__^
Sunday, May 20, 2012
UI+Workarounds
http://www.mediafire.com/?d2kp0mdlyr5uznn
This is the remake of the UI elements, everything has been scaled to fit a 1024 x 768 game build, and should look perfect without scaling and tinkering.
What you will have to do, is load in the old texture you had for the health bar, and place it over the UI, then, Place the NOTCHED_BAR over that health bar, so it looks like its apart of the UI.
I have also included the texture and normal for leechjun so you can screenshot how it DOESN'T work,
that way when it comes to presentations I can explain the difficulty I had with it
As for the transparent textures, I found a work around, that doesn't quite work on everything purely because it turns some faces on the model to be not double sided, but it will do for the time being, nothing else I have tried comes close the the results I got with it.
What you want to do, is go to the texture
Where it says what type it is
(Transparency - Bumped Diffuse)
Change it to
(Transparency - Cuttout Bumped Diffuse)
It reverses the faces on some models (Particularly the enemies)
but this is a solid work around for the main character, so we
can at least get some nice screenshots of him.
This is the remake of the UI elements, everything has been scaled to fit a 1024 x 768 game build, and should look perfect without scaling and tinkering.
What you will have to do, is load in the old texture you had for the health bar, and place it over the UI, then, Place the NOTCHED_BAR over that health bar, so it looks like its apart of the UI.
I have also included the texture and normal for leechjun so you can screenshot how it DOESN'T work,
that way when it comes to presentations I can explain the difficulty I had with it
As for the transparent textures, I found a work around, that doesn't quite work on everything purely because it turns some faces on the model to be not double sided, but it will do for the time being, nothing else I have tried comes close the the results I got with it.
What you want to do, is go to the texture
Where it says what type it is
(Transparency - Bumped Diffuse)
Change it to
(Transparency - Cuttout Bumped Diffuse)
It reverses the faces on some models (Particularly the enemies)
but this is a solid work around for the main character, so we
can at least get some nice screenshots of him.
Update on progress:
I've spent all weekend trying to fix my transparent textures, I don't know what to do any more.
All the suggestions made aren't working, and I'm getting no where, as it is we're going to have a semi transparent character wandering around the map.
Having said that, the same problem is going through the enemy maps, I have not completed them yet for this exact reason, everything I do makes them transparent, and I'm unsure how to fix it. As it is im just going to focus on redoing the UI. Mention my blunders at the presentation. I cant help thinking that if the character was in the game sooner we might have been able to correct these problems sooner.
Concerning your recent changes and adoptions to the game, I have no idea why you're changing it, in our last week, we should be bug testing, not completely changing the camera, or altering finished products. But do what ever you want to do I suppose. I'll be moving on to other homework I have neglected in the meanwhile.
I've spent all weekend trying to fix my transparent textures, I don't know what to do any more.
All the suggestions made aren't working, and I'm getting no where, as it is we're going to have a semi transparent character wandering around the map.
Having said that, the same problem is going through the enemy maps, I have not completed them yet for this exact reason, everything I do makes them transparent, and I'm unsure how to fix it. As it is im just going to focus on redoing the UI. Mention my blunders at the presentation. I cant help thinking that if the character was in the game sooner we might have been able to correct these problems sooner.
Concerning your recent changes and adoptions to the game, I have no idea why you're changing it, in our last week, we should be bug testing, not completely changing the camera, or altering finished products. But do what ever you want to do I suppose. I'll be moving on to other homework I have neglected in the meanwhile.
Saturday, May 19, 2012
First Person Camera
We going to use the First Person Camera,we not sure what's wrong with it .
At lease we can see the map 360° ,just like wow . This gives the players a good concept of what the map looks like,and 360° fighting playable with others.
Improves the fighting abilities .
Because we using a small map, that means if we use a fixed camera. We have to higher the camera for a certain area(reacts area :where u can see what happens and react at very first time ), so the area covered by camera needs to large enough for player , but for the small map is not a good decision.
That is what i think about..if you guys have any problem with it , discuss with me please.
At lease we can see the map 360° ,just like wow . This gives the players a good concept of what the map looks like,and 360° fighting playable with others.
Improves the fighting abilities .
Because we using a small map, that means if we use a fixed camera. We have to higher the camera for a certain area(reacts area :where u can see what happens and react at very first time ), so the area covered by camera needs to large enough for player , but for the small map is not a good decision.
That is what i think about..if you guys have any problem with it , discuss with me please.
Friday, May 18, 2012
ATTENTION ANIMATIONS
hey guys :
i have done the lava animation ...and i have add scripts for our charactor animation as well..it works very well...
BUT there is a problem that the animation for our character takes too long to cast so it makes the spell cast too slow ...steph u need to speed it up little bit .csat is at once. please fix that!
i have done the lava animation ...and i have add scripts for our charactor animation as well..it works very well...
BUT there is a problem that the animation for our character takes too long to cast so it makes the spell cast too slow ...steph u need to speed it up little bit .csat is at once. please fix that!
Thursday, May 17, 2012
Final Checklist
Hey all,
I compiled a checklist during our Thursday meeting. Here is everything that has to be done by our Monday meeting.
Please ask any questions here if you are unsure about anything i wrote. These things are very important. If you want to add anything, please add it.
See you all at 1.30 on Monday for our last meeting of the semester!!
ps - if something can't be done by monday please let us know here. don't just show up on monday with it not done. It's ok if something is not finished, we just need to know.
I compiled a checklist during our Thursday meeting. Here is everything that has to be done by our Monday meeting.
- When the game timer ends --> End game screen.
- When you run out of life --> End game screen.
- Script where lava raises and lowers in Y axis every 10-20 secs. Also script to lower hp upon collision with lava.
- UI fully functioning, alphas fixed...transparency fixed. health bar working in Steph's bar design
- mouse cursor? if we have one. also note to fix camera like Conor asked.
- Script to self destroy enemies after time, then hurt player when they 'destroy.'
- Enemies textured and animated (Steph it is upto you how much of this you can do within time frame)
- Death script upon hitting water below island
- Fraps video - we will make this together when game is built and ready.
- 3 ambient lights with 3 colours
- red light near volcano
- light under mushroom
Please ask any questions here if you are unsure about anything i wrote. These things are very important. If you want to add anything, please add it.
See you all at 1.30 on Monday for our last meeting of the semester!!
ps - if something can't be done by monday please let us know here. don't just show up on monday with it not done. It's ok if something is not finished, we just need to know.
Tuesday, May 15, 2012
Hi Stephanie,
Saving your UI images as targas with an alpha channel is absolutely the right way to do it. You should not be using vector based images for in-game art. If your images do not look the same as you drew them when they're in-game then this is most likely because they're not being displayed at their original size. It's important that you draw them at the correct resolution and that the game screen always runs at the same resolution. If the game is supposed to adapt its resolution depending on the screen size then the UI elements must be moved appropriately, but never stretched or scaled.
Regards,
Conor
With that out of the way, are you guys scaling the images? because if you are could you please let me know by how much so I can permanently scale them upwards so you can just put them in?
That the only reason I can think of why they look like they do, along with the fact this isn't in unity pro.
With that out of the way, are you guys scaling the images? because if you are could you please let me know by how much so I can permanently scale them upwards so you can just put them in?
That the only reason I can think of why they look like they do, along with the fact this isn't in unity pro.
Resources
If any of you guys are stuck on anything, here is a website that's pretty hard to find via google. I tracked it down from an e-mail from last year.
http://www.unity3dstudent.com/category/modules/
There is also lots of stuff there about GUIs. Good luck and see you all at 10am tomorrow. need you all there no matter what with all of our work ready to import
http://www.unity3dstudent.com/category/modules/
There is also lots of stuff there about GUIs. Good luck and see you all at 10am tomorrow. need you all there no matter what with all of our work ready to import
Guys, please read the other comments posted.
As for the quality of the UI, I'm going to send an email to Conor about it, hopefully he can let me know which file format is best suited for UI.
It should also be noted that my computer might be of better quality of yours, and as such the quality of the images might be better. Other then that I'm just going to save out in everything that accepts Alpha channels.
As for the quality of the UI, I'm going to send an email to Conor about it, hopefully he can let me know which file format is best suited for UI.
It should also be noted that my computer might be of better quality of yours, and as such the quality of the images might be better. Other then that I'm just going to save out in everything that accepts Alpha channels.
UI quality
guys the UI quality is not perfect as upload..any idea about it ? try vector image?
or ask someone else how to do it.
or ask someone else how to do it.
UI ver.5
Now I import the character, and I add a avatarr camera on the top-left corner(hope our character will have a face..). For game more playable, I just disable the mouse arrow on the screen , but the mouseover function will become useless now, the player can not see the description of skills when they put mouse on the skills button. Do we keep it or you artists can make a new mouse arrow to instead the white one? And any suggestion for the camera angle?
UI ver.4
I just put everything into the game. It seems pretty cool. Just for the healthbar, it can not show all, just part of this texture.Steph, can you just make a small one instead or do you have any idea about this?
Monday, May 14, 2012
YESSSS WE HAVE VOLCANO!!!!!!!
I have finally managed to do the volcano!!!!! My god....what a bastard.
Here's a youtube video for u guys to see the lava flowing. i can edit how fast or slow it flows. also, you can see it doesn't sit very well on the map at the moment. This is because the master copy of our game is on Dean's laptop. I will set it in the correct place at 10am on thursday. (I will have to edit terrain around it as well, this is why i need to use master copy. can't just import in)
then you guys can put in the code that moves the lava stream plane down, and then back up. The lava is a single plane that has to be lowered and raised in the Y direction. give it any name you want, i will edit to match. Please have this ready for me to put in on thursday! Also there should be a script that lowers the players + enemies life when touching the lava.
shouldn't be too hard to code, please respond here telling me you got this memo, whichever programmer would like to be in charge of it ;)
PRETTY HAPPY RIGHT NOW!!!!!!!!!
www.youtube.com/watch?v=q7fp6tuLqVg
Here's a youtube video for u guys to see the lava flowing. i can edit how fast or slow it flows. also, you can see it doesn't sit very well on the map at the moment. This is because the master copy of our game is on Dean's laptop. I will set it in the correct place at 10am on thursday. (I will have to edit terrain around it as well, this is why i need to use master copy. can't just import in)
then you guys can put in the code that moves the lava stream plane down, and then back up. The lava is a single plane that has to be lowered and raised in the Y direction. give it any name you want, i will edit to match. Please have this ready for me to put in on thursday! Also there should be a script that lowers the players + enemies life when touching the lava.
shouldn't be too hard to code, please respond here telling me you got this memo, whichever programmer would like to be in charge of it ;)
PRETTY HAPPY RIGHT NOW!!!!!!!!!
www.youtube.com/watch?v=q7fp6tuLqVg
WorkUPDATE and DOWNLOADS
http://www.mediafire.com/download.php?wdk5r6b6b8zg874
This first one is a simple texture to put on the player's image when he leaves a body of himself when he first casts the blink spell. Its transparent, all you will have to do is make a copy of the character mesh, a new material and put this on top of him so he can leave behind a ghostly body.
http://www.mediafire.com/download.php?m77q1kfeexn8mgn
This is the new spell particle you requested, I'm calling it "Whirlball" at the moment.
Sorry, no video, you will have to check it out in unity yourself.
http://www.mediafire.com/download.php?e9iuld1ivsz2onn
This is a compilation of all the UI textures, HUD, and spell buttons.
It also included a cooldown sequence, I'm not sure if its easier for me to do or for you programmers to play it, but basically all you have to do is put it all on the one texture, and then where it has "play animation" set the tiles accordingly.
This Picture is an idea of what the HUD would look like. The camera will naturally be a little more zoomed in and properly angled, but you get the Idea.
Just a question, but would you guys want a boarder or corner details as well? Tell me now so I can knock it out of the way, otherwise I hope you like what I've done, if you guys want to make changes let me know so I can get it done quick!
This first one is a simple texture to put on the player's image when he leaves a body of himself when he first casts the blink spell. Its transparent, all you will have to do is make a copy of the character mesh, a new material and put this on top of him so he can leave behind a ghostly body.
http://www.mediafire.com/download.php?m77q1kfeexn8mgn
This is the new spell particle you requested, I'm calling it "Whirlball" at the moment.
Sorry, no video, you will have to check it out in unity yourself.
http://www.mediafire.com/download.php?e9iuld1ivsz2onn
This is a compilation of all the UI textures, HUD, and spell buttons.
It also included a cooldown sequence, I'm not sure if its easier for me to do or for you programmers to play it, but basically all you have to do is put it all on the one texture, and then where it has "play animation" set the tiles accordingly.
This Picture is an idea of what the HUD would look like. The camera will naturally be a little more zoomed in and properly angled, but you get the Idea.
Just a question, but would you guys want a boarder or corner details as well? Tell me now so I can knock it out of the way, otherwise I hope you like what I've done, if you guys want to make changes let me know so I can get it done quick!
Sunday, May 13, 2012
Thursday
THURSDAY is out cut-off date!!! Everything is going in the game and whatever isn't done by thursday morning WILL NOT BE GOING IN THE GAME.
I need everyone at RMIT at 10am. Is this good for you all? This will give us 3 hours to put it together by our meeting with Conor.
I will write a list of things we need to finish by then, and upload later. Please let me know if 10am is good for you. we might even need a skype conference before then
I need everyone at RMIT at 10am. Is this good for you all? This will give us 3 hours to put it together by our meeting with Conor.
I will write a list of things we need to finish by then, and upload later. Please let me know if 10am is good for you. we might even need a skype conference before then
Friday, May 11, 2012
meeting on MONDAY.
we need to hold a meeting on monday . this is very important.
this is the last week we have to put everything together.
Steph, i need to talk about the PUSH1 spell with you....guys this is what i dont want to see. we should test everything ASAP....because we dont have time to fixed those problems.we cant't have the modes import as late as this time and fixed em by week 12. on monday we will try put everything together and find problem and fix..
please come
Wednesday, May 9, 2012
http://www.youtube.com/watch?v=y2qgo5Ri86M&feature=youtu.be
Particle video is there, Quick run down on spells is:
Particle one: Trail.
(the spectral trail that the hero leaves behind when blinking so that the player knows what direction he came from) Features feathers, glowflies and sparkles.
Particle two: Teleport.
When the player teleports with Blink, he explodes into a puff of feathers and reappears where he left his image,
There will be a small explosion of light before feathers fall down.
Particle three: Push.
Feathers and sparkles fly forward in (sort of) a shape of a cone.
Particle Four: Enemy Demise.
Basically when the enemy is defeated the enemy will explode into a puff of purple and blue smoke.
Particle Five: Push Cloud.
When the player teleports, he reappears where he left his image, but is a little way off the ground, when he falls back to the ground, feathers and dust will fly from underneath him.
Particle Six: Staff Charge.
When the player activates Blink and Black Hole, the staff will charge up with light. Its a glowing orb of light that is surrounded by fireflies, once the charge is finished he will execute the spell. This will only be for Blink and Black Hole as they are more "powerful" spells then push.
Particle Six: Fireflies.
A simple particle system for Miya, for use around the map as a feature.
Particle eight: Black hole.
Swirling meshes in opposite directions under a whirlwind of purple and blue and dark particles flying from the middle of the hole. I constructed a short script that allows me to pop it onto any mesh and change the rotation and the speed of the mesh to how I please for easy made changes.
You can download the Particles at http://www.mediafire.com/?i064i8g8k37hu82
Once again if you're downloading off the University internet you will need to use a proxy.
As it stands I've finished the textures for all 3 enemies, aiming to animate just one of them just to show off its potential unique skill, the particle systems took longer then anticipated, if I find the time however I wont just stop at one. I now plan to move onto UI textures and pictures, I'll upload a layout of the UI I had in mind so you make the arrangements to the layout before I texture them :)
Particle video is there, Quick run down on spells is:
Particle one: Trail.
(the spectral trail that the hero leaves behind when blinking so that the player knows what direction he came from) Features feathers, glowflies and sparkles.
Particle two: Teleport.
When the player teleports with Blink, he explodes into a puff of feathers and reappears where he left his image,
There will be a small explosion of light before feathers fall down.
Particle three: Push.
Feathers and sparkles fly forward in (sort of) a shape of a cone.
Particle Four: Enemy Demise.
Basically when the enemy is defeated the enemy will explode into a puff of purple and blue smoke.
Particle Five: Push Cloud.
When the player teleports, he reappears where he left his image, but is a little way off the ground, when he falls back to the ground, feathers and dust will fly from underneath him.
Particle Six: Staff Charge.
When the player activates Blink and Black Hole, the staff will charge up with light. Its a glowing orb of light that is surrounded by fireflies, once the charge is finished he will execute the spell. This will only be for Blink and Black Hole as they are more "powerful" spells then push.
Particle Six: Fireflies.
A simple particle system for Miya, for use around the map as a feature.
Particle eight: Black hole.
Swirling meshes in opposite directions under a whirlwind of purple and blue and dark particles flying from the middle of the hole. I constructed a short script that allows me to pop it onto any mesh and change the rotation and the speed of the mesh to how I please for easy made changes.
You can download the Particles at http://www.mediafire.com/?i064i8g8k37hu82
Once again if you're downloading off the University internet you will need to use a proxy.
As it stands I've finished the textures for all 3 enemies, aiming to animate just one of them just to show off its potential unique skill, the particle systems took longer then anticipated, if I find the time however I wont just stop at one. I now plan to move onto UI textures and pictures, I'll upload a layout of the UI I had in mind so you make the arrangements to the layout before I texture them :)
Sunday, May 6, 2012
Character+bones
http://www.mediafire.com/?j65u3nebqzflf
Dean this folder contains the character maps, the original maya file and the export of the character and bones. You might have better luck then me attaching it to the third person camera.
http://www.mediafire.com/?7d058wxj1ms1yjb
This is al the meshes of the 3 enemies, you might as well put them in there too its easy to put this stuff in, but attaching the character to the camera, I just have no clue. The enemies arent finished yet but im working on it!
I'll post the spells up tomorrow, still need to get the particle effects down.
You will have to use a proxy site to download it while at Uni.
Dean this folder contains the character maps, the original maya file and the export of the character and bones. You might have better luck then me attaching it to the third person camera.
http://www.mediafire.com/?7d058wxj1ms1yjb
This is al the meshes of the 3 enemies, you might as well put them in there too its easy to put this stuff in, but attaching the character to the camera, I just have no clue. The enemies arent finished yet but im working on it!
I'll post the spells up tomorrow, still need to get the particle effects down.
You will have to use a proxy site to download it while at Uni.
Checkpoints!
As requested by Dean I have uploaded my checkpoint timetable for us.
If you feel something needs to be changed just let me know! But I think it looks pretty spot on.
Steph I know you had your mother's B'day but if you could upload the chars via rapid share or something that'd be great :D You don't have to come in tomorrow or anything, just upload em so that the programmers can get busy.
At the moment I am working on finishing volcano, spout, 3D totem model. Also the web thingy decal on the ground, and the puff of smoke for blink.
Also what is not mentioned in the timetable, is the UI imagery. UI will be done around 14th.
Anything else I missed?
Saturday, May 5, 2012
WOES
Ok guys I have spent way too much time trying to attach that third person camera with all the scripts onto our main character, I have no clue how to do it. Easy to port everything into the game I just don't know how to attach that camera, its driving me insane. So I'm just going to focus on characters, particle effects and textures and on Monday when we are all in I'll give putting the character in another shot. Maybe someone else from another team has done it before and can help. Feel like i'm wasting time on it by my lonesome atm. I would screen shot the 3 enemies I have done but you're not going to understand what they look like properly without a texture :p you'll all just see them on monday
Also thats black hole, that ok with you guys? It will rotate aswell
Wednesday, May 2, 2012
Enviro-Update
Hey Bros + Hos!
I've been working pretty hard this past week to try and get this environment looking awesome at every pixel.
I think it looks pretty good, all i need to do now is put the assets in. more rocks, grass, few more trees etc. I'll probably do more polishing between now and the 10th...but am now confident that i will have finished enviro by the 10th !
I think you remember what it looked like before....ground textures were 2 overlaying each other. now we have 6 scattered about. Here are some shots!!
^above: got rid of particle effects here, with better ones
below: on the path, each individual rock is raised to look like a 3d model
below: "safe" path + lava path
I've been working pretty hard this past week to try and get this environment looking awesome at every pixel.
I think it looks pretty good, all i need to do now is put the assets in. more rocks, grass, few more trees etc. I'll probably do more polishing between now and the 10th...but am now confident that i will have finished enviro by the 10th !
I think you remember what it looked like before....ground textures were 2 overlaying each other. now we have 6 scattered about. Here are some shots!!
^above: got rid of particle effects here, with better ones
below: on the path, each individual rock is raised to look like a 3d model
below: "safe" path + lava path
Tuesday, May 1, 2012
Hi guys, been a while since ive seen you all so I thought I'd just update you on what
i've been doing and what im up to. At the moment i'm nearly finished 2 enemies for us to use,
im only aiming for 2 I don't think we're going to have time for a third. Im hoping to have them
both completely done by the weekend and then ready on monday to test out ingame.
Im still struggling with getting particle effects looking like how I want, but Ill try get them done
by the end of the week aswell.
Im hoping to get the majority of it done by next monday, that way I can have a bit of time doing UI
because we are in need of some texturing.
Ill see you all on thursday anyways
UI ver.3
I just update the UI part.
1 - The health bar is visualization now(still need texture)
2 - The player can see the the status now (red , yellow , green)
3 - Add a space for character avatar
4 - Fix the camera angle.
5 - Add a blur function for camera , now the game screen just looks like in dream.
1 - The health bar is visualization now(still need texture)
2 - The player can see the the status now (red , yellow , green)
3 - Add a space for character avatar
4 - Fix the camera angle.
5 - Add a blur function for camera , now the game screen just looks like in dream.
Wednesday, April 18, 2012
YEEEhhhhhh
Woohoo, It's 4am and I am DONE!
The pdf looks freakin sick...i think you guys will like it.
come in to uni at 1pm-ish so we can run through talk order etc.
everything is on my usb except for stephs stuff. i'll put that on tomorrow but bring it just incase.
excited!!
Goodnight ^____^
The pdf looks freakin sick...i think you guys will like it.
come in to uni at 1pm-ish so we can run through talk order etc.
everything is on my usb except for stephs stuff. i'll put that on tomorrow but bring it just incase.
excited!!
Goodnight ^____^
http://www.mediafire.com/?vw4l40nhgj8if51
You might need a proxy if you're downloading it from a school computer
Basically inside:
1. Rough thumbnails I did a while ago, with some art inspiration and ideas for unique
abilities for different enemies.
2. Screenshots of our rendered Main character.
3. The Maps for the character.
Sorry their isn't more art, but I'm really no artist, the thumbnails we're all I really did because if I don't jot them down, I wont remember them.
This is all I really need to put into a slide, everything else is animated,
so ill bring a short film tomorrow or something :)
You might need a proxy if you're downloading it from a school computer
Basically inside:
1. Rough thumbnails I did a while ago, with some art inspiration and ideas for unique
abilities for different enemies.
2. Screenshots of our rendered Main character.
3. The Maps for the character.
Sorry their isn't more art, but I'm really no artist, the thumbnails we're all I really did because if I don't jot them down, I wont remember them.
This is all I really need to put into a slide, everything else is animated,
so ill bring a short film tomorrow or something :)
Tuesday, April 17, 2012
Heads up, its about 3:30am Wednesday and I'm having serious problems with my model animations atm, have had to redo the bones and repaint them about 3 times after some splicing effect with the save, lost my walk animation and have had to start again, I'm going to work through the night to get my walk animation back and his spells animation done, I don't think that Ill be alive at 9:30 tonight to gather everything up let alone come in.
At the moment I'm not putting my character into the game, I'm just doing the animation and the particle effects so I wont need any of your work, Ill do videos of all of them for presentation myself and ill put all of my stuff together into unity at the next presentation, all the particle effects and animations still need polishing. It shouldn't be a problem that I'm not there tomorrow, we can compile what we have before the presentation or I can send it tomorrow night.
I'll see how I go, we should all really be there tomorrow to gather everything up, but regardless I will be on line to talk, I just cant spare the time once again, the 4-5 hours it takes me to go in and come home is time I need for polishing what I have. Should be simple to get most of my animations back, i've done them before, I just need some time.
I'll text you all tomorrow morning so you can have a read of this and understand the situation, I just don't want to wake you up for this :/
At the moment I'm not putting my character into the game, I'm just doing the animation and the particle effects so I wont need any of your work, Ill do videos of all of them for presentation myself and ill put all of my stuff together into unity at the next presentation, all the particle effects and animations still need polishing. It shouldn't be a problem that I'm not there tomorrow, we can compile what we have before the presentation or I can send it tomorrow night.
I'll see how I go, we should all really be there tomorrow to gather everything up, but regardless I will be on line to talk, I just cant spare the time once again, the 4-5 hours it takes me to go in and come home is time I need for polishing what I have. Should be simple to get most of my animations back, i've done them before, I just need some time.
I'll text you all tomorrow morning so you can have a read of this and understand the situation, I just don't want to wake you up for this :/
skill fixed . meeting tmr?
i have fixed the blink skill and add cooldown on it as well ...for the blackhole i ll try to make it better .... need you 2 designer catch on make our environment and skills looks good.
just mention programmers have a very important meeting tmr during 8 pm and we also have class untill 9.30 pm : < i hate Wensday!lol
just mention programmers have a very important meeting tmr during 8 pm and we also have class untill 9.30 pm : < i hate Wensday!lol
UI ver.2
Well , I just upload the ver.2 of the UI part.
-Fixed a health generator bug that can cause whole game down.
-Add the Mouseover function , when the player put mouse on the skill button, it will shows the intro of this skill.
-Fixed weakbar GUI and skillsbar GUI show on diffident screens
here is the link http://www.mediafire.com/?po8pmz6bzkwbnmf Zzzz..need sleep now.
-Fixed a health generator bug that can cause whole game down.
-Add the Mouseover function , when the player put mouse on the skill button, it will shows the intro of this skill.
-Fixed weakbar GUI and skillsbar GUI show on diffident screens
here is the link http://www.mediafire.com/?po8pmz6bzkwbnmf Zzzz..need sleep now.
Monday, April 16, 2012
Wednesday
We need to meet up to put everything together. How is 8pm Wednesday for everyone? We need everyone here for this one...
It's late enough that we will have some quiet in studio, and early enough that we finish before public transport ends. Worse case scenario I can give ppl lifts.
Is this time ok for everyone? We need to do it in person.
Saturday, April 14, 2012
Wednesday, April 11, 2012
Tuesday, April 10, 2012
How is the PROGRESS :)
HI MADSTers:
How is everyone's holiday :) I just want to know what progress of our games now. I have done the in game UI stuff, there are timer, weakbar(health bar), skill UI and the day/night cycle scripts. The problem is there are no textures to cover them, so the UI just looks very poor, but they still can works anyway. The next things I will be focusing are menu and Hot-spring(health generator). I had few talks with Dean, that we just try to put skills and UI together ,these stuffs may be not enough for this Thursday meeting. Zzzz..Any better suggestions?
How is everyone's holiday :) I just want to know what progress of our games now. I have done the in game UI stuff, there are timer, weakbar(health bar), skill UI and the day/night cycle scripts. The problem is there are no textures to cover them, so the UI just looks very poor, but they still can works anyway. The next things I will be focusing are menu and Hot-spring(health generator). I had few talks with Dean, that we just try to put skills and UI together ,these stuffs may be not enough for this Thursday meeting. Zzzz..Any better suggestions?
Thursday, April 5, 2012
Hola

Hi folks.
Here are some scans. Our presentation is soon...
Stuff that we have done or need to have done by presentation 2:
-lava w/ volcano
-river tool for regen of sleep power
-spout in environment
-day night cycle? if u guys make day/night cycle then i can get to changing colour palettes and making the 2 different environments.
day time will be happy with bright oranges/pinks + reds
night time will be dark with purples, greens and blues. with stuff like fireflies and glowing mushrooms. though i guess this stuff can wait til after presentation 2 since it is just aesthetics.
-we need to have our spells working for presentation two. what spells do we have at the moment? we also need to add character into game space using these spells.
-enemy AI...if we haven't done this we need to. we need the model for this too steph
-how are the characters going?
updates from my side are going ok, i will be at Uni all night on saturday trying to do as much as possible if anyone wants to join me. probably not :P but i work best in the am hours ;)
Sunday, March 25, 2012
Thursday, March 22, 2012

Ok guys, this is my favourite of my models, Ive got three but this dude makes the most sense to me. Just to flesh him out, He uses his cloak to clutch on things, that's why you don't see hands. Both the pillow and the Staff will be actually designed when I get to it, I just want a quick ok from you guys so I can start refining him down, or if you guys want to change something or something like that.
Also, The others two are basically the same thing, except one is just a cloak, and I have modelled like mittens to clutch on the weapon, and the other has a witch hat instead of the sleeping one.
If you want to make changed do it now, I need to finish modelling so I can start texturing
Monday, March 19, 2012
Itween
Hi all, for easily scripting and animating, I just highly recommend use Itween. http://code.google.com/p/itween/downloads/list
Hi all, Just an update on what I have been doing since we havent had a meeting this week. I have started our main character in maya, I'm hoping for just over 500 tris, I think this will be best if we wanted to market for DSware or the PSN network.
Ive finished off brainstorming for my other characters, and have them all sorted as well and have been thinking about spell animation.
I think it would be a god idea to keep everything feathers, so the push skill will spawn feathers flying off in the direction he has pointed it, With Blink he will go up in a puff of feathers and they will fall to the ground while he goes to his new locations, and the aoe push will be a ripple of feathers flying out.
I also took some consideration into the hole, two main ideas, one is that the character, places a staff that looks like a Dreamcatcher and it radiates a pulse that will show where it will come into effect, another idea is that the "rune" on the ground will be in the form of a dreamcatcher (http://www.wholesaledreamcatchers.com/images/OWG007.jpg).
Also, if people want the updated slide documentation uploaded for reference, just ask.
Ive finished off brainstorming for my other characters, and have them all sorted as well and have been thinking about spell animation.
I think it would be a god idea to keep everything feathers, so the push skill will spawn feathers flying off in the direction he has pointed it, With Blink he will go up in a puff of feathers and they will fall to the ground while he goes to his new locations, and the aoe push will be a ripple of feathers flying out.
I also took some consideration into the hole, two main ideas, one is that the character, places a staff that looks like a Dreamcatcher and it radiates a pulse that will show where it will come into effect, another idea is that the "rune" on the ground will be in the form of a dreamcatcher (http://www.wholesaledreamcatchers.com/images/OWG007.jpg).
Also, if people want the updated slide documentation uploaded for reference, just ask.
Saturday, March 17, 2012
Wednesday, March 14, 2012
PROGRAMMERS ATTENTION!
Guys, I have used a basic AI path finding and spawn point code before in one of the games I have created before, I manipulated code I found off a tutorial page, I think we should do the same again, it should be simple to create something like this this way.
Anyway, the tutorial I used was here:
http://www.rebelplanetcreations.com/downloads/Other/Tutorials/HowToMakeAGameInUnity3D.pdf
Its a pdf, it has important information like how to create a spawn point and COLLISION DETECTION, which we will need for the monsters to avoid black holes and the rest of it.
Its up to you if you use it
Anyway, the tutorial I used was here:
http://www.rebelplanetcreations.com/downloads/Other/Tutorials/HowToMakeAGameInUnity3D.pdf
Its a pdf, it has important information like how to create a spawn point and COLLISION DETECTION, which we will need for the monsters to avoid black holes and the rest of it.
Its up to you if you use it
Slide show
Alright guys, this is what I have.
http://www.mediafire.com/?gexuso6or86rbpn
Its simple, but its just a slideshow.
http://www.mediafire.com/?gexuso6or86rbpn
Its simple, but its just a slideshow.
Just making sure
Sorry I'm freaking out, need to make sure you guys will all be at Uni at 12.30 tomorrow!!
I wrote a post about it below but no-one confirmed. You are all happy to get there at this time? No clashes with classes?
Tuesday, March 13, 2012
Time Management
Something to include in the PPT that the assessors will be looking for.
How we are organising our time. Each week's description is the stuff that has to be done BY that week.
Week 3: Presentation of what we're going to do.
Week 5: At least 1 or 2 characters done. Environment perfected, some code implemented.
Week 7: [ I think this is 2nd presentation. ] Basic working game. Combat working, game is vaguely playable...but not perfect at all. All levels vaguely working.
Week 9: Game close to finished. Mechanics implemented, characters finished.
Week 11: HUD/UI working. Game working with menus etc. After this, play testing and final tweaks/bug elimination.
Week 12: Final Presentation.
How does this look to y'all? I think It looks like a good balance with some time left over because we will definitely need it.
Progress?
How is everyone going?
Steph are you doing the PPT + some sketches and stuff? Is it all going ok?
Programmers did you get the Unity file working ok in 3.3Pro that I gave you?
We will need to meet maybe an hour earlier on thursday to make sure we are prepared for presentation. (12.30?)
Sunday, March 11, 2012
PPT
Hi all, I just made a ppt for the programmers parts. It is really briefly I think, and I did not design this ppt , so it looks poor... there still need something in UI part, so you guys who will make the ppt can change everything you want. And if you want more things or want anything more just let me know :D.
Here is the download link : http://www.mediafire.com/?8hzp6bkrzfcs58w
Crack
Saturday, March 10, 2012
Link to first Unity file

just under 100mb, like i said it's just the first draft. also i'm not sure about size.
http://www.mediafire.com/?oedoe7pcrs69xyi
Download from ^ there, password is: "polypush" (was an idea for the game title)
for this we all need to be running UnityPRO 3.3 (not 3.4) Like i said earlier, if you don't have UnityPro 3.3 I can give you a cracked version.
If you have the wrong version we risk corrupting files when we transfer them between us.
Also, if you don't have Pro, the water effects etc won't show up. Here's a screenshot to check if it looks the same when you open the file.
Friday, March 9, 2012
Stage 1
I have created the first version of the environment. It needs a lot of work, cliff will need a rebuild because I'm not happy with the shape. But It's a start.
We'll also need a mouselook function to be able to look around. like Right click anywhere to move camera. If you know what I mean.
Problem is the file is 200mB. I will delete unnecessary assets and then upload to a hosting site.
Basic Level Progress
Thursday, March 8, 2012
game plan summary
i post this summary here to remind us what is our goal and what we need to do also some detail for our game, and some stuff can put into our PPT as well.
first, we need decide our game name, we already have an option for it which is "push push" sounds Qty and perfectly told player what will happened in our game. if there is another name, post here then we can discuss.
then summary!
---------------------
i just list every thing here.
in our game, we will have, a start menu, it will extend to difficulty character select and high score.
the start menu we decide in uni is one character' back as background and game name at middle and a start button, a high score button.
then click start button, will show difficulty selection then after choose one of them whatever it is , will show character selection, for now 5 character needed, and it could be one for each of our group members.<---this is just idea we don't have to!
then in the game we need a simple UI, a timer at top center a life bar and skill list bar at bottom center, also for the life bar we have an idea to use a staff present it and how many life is depends on which difficulty you choose, for example, if you choose easy mode then you will have 5 life and the staff is cut into 5 parts, middle mode will have 3 parts and hard mode only have a full long staff 1 life.
our game platform is a cylinder top. you can make it more " " (the word i don't know how to say).
for skills we still using our original idea about push-back for our first, basic skill, and second skill i think the black whole idea is not good, and i want to use a "white whole" to instead it, it was create a whole and then the enemy will fall into the whole, but for now it just drag them together to a point. and i just ask you guys how about it? the third skill we planning have a blink skill can get away form the enemies, and the last skill is like make character'self is a center and do a AOE push back around the character.
and in this game there is no jump, no health bar, no kill.
for enemy, we try to make three type of them, one is strange, big, slow movement and a powerful melee snare skill.
second one is small body(not too small),move fast(if character movement is 1, it only can reach 1.2 maximum,other wise it will too fast, because this one will the most main enemy in this game)and one skill is a small melee range shock.
the last type enemy is looks like wizard,they have a skill is cast fire ball,and this skill will knock back player.
we will do character movement, push back mechanic, and we will force on the skills, and all AI script! here we are planning to make enemy climb up from the edge of the platform, and drop down from sky.
also the score system is needed, as Stife said we add combo system, like you push one enemy you will get one point, if you push 5 enemy you will get 5 points(at here we need discuss a better algorithm), and if the enemy drop down , then each enemy will give you 10 points
if there still have time we can do a day time and night time, at day time our character have a good view, but at night time we only can see a small area.
and about the platform will destroy by powerful skill and it will heal back we still need discuss it.
-------------------------------
and that's it!
free to edit, make our game better!
Tuesday, March 6, 2012
Progress
Ok so we have our few ideas atm. We present next Thursday (1 week, 1 day) so we should aim to have PPT done by Monday or Wednesday.
What we need done:
***I am making an entire prototype in Unity so you coders can start playing with it. And It'll look good in the PPT. I will also draft some creatures/inspirational games/art etc also.
***Steph, I liked your 3D character last year. Could we perhaps use it as animation practice for the time being? I will send you a message tonight about character ideas and what we are thinking of doing for maps. You also said you had some ideas for characters and making development easier. Can you post and tell us what they are :D
***Coders, can you write up ideas for 'unique' mechanics. We need to write up the basic mechanics, what were planning to do. And also some ambitious ideas. Ones that we won't necessarily make...but if we make our scope bigger than we will get more done.
Now, I've been thinking about our game. We had the idea of making the 'game space' go smaller as the 'deathmatch' ends. But how would that work as a multiplayer? You would just instantly die when the podium is so small that you'd kill the player as soon as they spawn.
I have an idea where we can have waves of mobs. Single player, Mobs spawn more frequently as the play space gets smaller. So you have to try and survive whilst not falling off the podium, and not being overwhelmed by mobs. What do you think about this idea? We can also have an interactive environment where (eg) you shoot pipes to create mass AoE damage as an emergency when you get overwhelmed. And you can win when the space gets very small (ie/ 50x50px) OR use a high score system where you die anyway, but you see how long you can survive.
Post feedback please :)
ps- If you need UnityPro for PC I can burn you a copy. Unity is free, but you don't get certain features. If you want it tell me, and I will burn it onto disc for you and bring it tomorrow or Monday. I also have a Unity textbook I can lend to you programmers, if you want.
Sunday, March 4, 2012
Thursday, March 1, 2012
Greetings!
Hello team,
Post ideas here whenever you feel like it. Hopefully this'll come together nicely!
Here is my Facebook for y'all who didn't get it today: facebook.com/miyarei
-Miya
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