Showing posts with label integrated project. Show all posts
Showing posts with label integrated project. Show all posts

Saturday, 17 March 2012

Integrated Project Update

It has been a few weeks since the last update and the game has came along way. With the majority of levels already designed we have started to implement more art assets and textures.

The levels are great and Gavin and James are adding more and more to the levels each day and it is actually starting to feel like a real game. The only issues are the bugs that we aim to fix relatively soon.

The assets are also flying in with new set pieces and obstacles showing up almost every second day. All that is left to do is properly texture them and we are good to go.

In the coming week we hope to rid the game of bugs, add more art and start work on tweaking the story and adding music. Hopefully I'll be able to get some screenshots when it looks a bit better.

I'll probably get another round up this time next week if possible.

Sunday, 4 March 2012

Integrated Project 3 Update

Unfortunately this was a slow week in progress for the group. We have been able to record the animations with Kinect but had some problems with the implementation, although it is getting there.

As for the art assets we are slowly building up a library of useful and rather nice looking items to place around the levels and we are beginning to see a lot more character in what was a rather dull set of levels.

The levels are also coming together quite nicely with the mall level slowly evolving and the other levels in production. All that is left to do is import art assets and get some tweaking of variables then we are on to testing.

EXCELSIOR!

Saturday, 25 February 2012

Project Update

It's now the end of the 6th week in our development cycle and we have finally started to see some real levels in progress.

The week started with a burst of models to be implemented. These models are flying out of Marc's computer faster than we can think of new objects to make. They all look great without texture and all the characters are rigged for Kinect motion capture.

We also got to see some base textures and applied them for our first prototype. The textures look good and gave a rough idea as to what our game could potentially look like and it looks great. We also started to tackle bugs and glitches that have been happening and implement more ideas in to our game. On top of that I also started on some basic HUD elements this week and hopefully they will be fully functional by next week.

Our plans for next week is to get more art in place, build more levels and hopefully see the extermination of those pesky bugs. All in all it has been a great week and I really hope it goes well.

Saturday, 18 February 2012

Project Update

It's the end of the week and it seems that  our game has came leaps and bounds yet again.

This week has seen everything slowly getting pulled together, we have more models, we have more scripts and we are starting on backgrounds and textures. Many thanks go out to the whole team, our artists are really putting in the work and new assets seem to be popping up everyday, our programmers have been putting in the work and coming up with mechanics would wouldn't of even dreamed of at the beginning (including intelligent AI that follow you if you are in their line of site, enabling the enemies to chase you, sneak attacks and a lot of other cool tidbits) and of course the designers who are all working hard to produce levels.

Halfway through the week was when we started to implement our assets in to unity and they work and more so look fantastic. Every model was implemented with ease and worked fine with all the scripts, only with minor glitches here or there. Next week we hope to get some textures in, the background implemented and hopefully a fully playable level.

We all have a lot of work ahead of us and things are going to slowly fall together in the next week. Hopefully with enough time and effort this game will really be a good piece for all our portfolios.