Friday, December 16, 2011

End of Semester

So the semester has now come to a close, and I have to say that this game was really fun to work on. We did have a few big issues with the development of our game, but we manage to overcome most of them.

Everyone seemed to like the game, specially the part where the player can use a flamethrower. Now that I'm done with my undergrad, I will continue to work on more game development in grad school as we prepare to pitch our own games next semester.

My work can also be seen at this blog: http://fushinoryuu.blogspot.com/

Thanks for reading.

Tuesday, December 13, 2011

Normal Maps Didn't Work

So I tried to do normal maps for the zombie, but it didn't work. We think that it was because the animations were done before the normal maps were applied, so when we render the model it doesn't change since its binded to the skeleton.

For now there is nothing else that we can do since the project is due tonight at midnight and there would be no time to do the normal maps and do the animations again. The zombies won't look as good as they should, but all the mechanics and gameplay are working just fine.

And finally the semester has come to a close. It was fun working on this project, it was a lot of work but everything turned out just fine at the end. There was a time that we fell behind, but everyone managed to get their act together and get back on track.

I may post one final update to the blog on Thursday after the presentation. That's all for now, thanks for reading.

Sunday, December 4, 2011

Crunch Time

So our game is coming along nicely. For a bit there we were nervous because the animations were done and we didn't know if we were going to put in all the animations for all the 3d models in time.

But we managed to get all of that done this last week, thanks to a big push from Derek who managed to finish his work in time.

Right now there isn't that much art needed anymore. So what I did last thursday during our last play test is that I textured a bunch of environmental and miscellaneous items for the level.

Now what I will work on this next week is trying to apply normal maps to all the models to make them look high res but still are low res. This will help our game look much better and will still allow the tech guys to not worry about collisions and whatnot.

That's all for now, thanks for reading.

Tuesday, November 15, 2011

Presentation on Thursday

So I haven't been blogging as much as I should have, hopefully it won't affect my grade. But I have been busy working on stuff for the project.

Last week I finished a new model that will be our second type of zombie. This new zombie is going to be fat, which means it will move slower but it will also have more health and will be a little harder to kill.

I made a quick texture for it, and then gave it to Patrick so that he would be able to work on it and make it look better.

I also made a normal map, and showed the other guys how to make them so that we can keep low res models and still make them look like high res. This will be important because we will be able to use more models in the game at once.

We are also finally making headway in the animations side of things. We will see how stuff looks today.

That's all for now, thanks for reading.

Friday, October 28, 2011

Update on Zombie Model

So I haven't been updating my blog as much as I should, mainly because I fell behind on some of my work. But I'm mostly caught up on it by now.

I'm suppose to be making a zombie model for our game and its coming along nicely.

At the moment I'm trying to figure out how to make a normal map to transfer detail from a high polygon model to a low polygon model. I found a tutorial in digitaltutors.com and I think that it will do the job (I hope, I'm transferring the normal map as I'm writing this blog entry).

I'm also trying to make cloth for the zombies without adding too much geometry. I found out how to make nCloth and it looks cool, but it take too much geometry to make it work properly.

Here is a render of a test I just did:


I don't know how I'm going to do the cloth yet, but I think that if it adds too many polygons we will just have to texture in the clothing instead of modeling it.

That's all for now, thanks for reading.

Wednesday, October 19, 2011

Presentation Tomorrow

So were suppose to present our game yesterday, but Marty couldn't make it. So now we have to present tomorrow and hope that everything goes well with our first playable.

From what I know, we still need a splash screen but it shouldn't be to long before Derek is done with it.

Our game looks in good shape, and I think that Marty will be pleased with what we have done so far.

Over fall break, I didn't do much of anything unfortunately. I don't want to sound like I'm making excuses, but there was a lot of work I had to do for another class wich we just presented a prototype today.

I did manage to finish a simple rocket launcher based off a M121-A1 rocket launcher. I wanted it to look more militaristic and something that it wouldn't require the cop to hod. So I removed the trigger and made it so that we could just mount it on the side of the segway and still look like a variation of the M121-A1 rocket launcher.

That's it for now, thanks for reading.

Sunday, October 2, 2011

Segway Done

So I should've posted this a few days ago, but I forgot.

Anyways, I finished he segway and the texture for it on Thursday. I think I may still have to tweak the texture a bit because I don't really like how the colors look.

I was trying to make the color scheme for the segway the same as a cops uniform with the dark blue and the gold/yellow. But I don't think its working.

Here are a few renders of the segway:



As you can see, the texture is very simple. So I'm sure that I will making another in the near future.

In the mean time, I have to make a bunch of items that we would normally find in malls to use as obstacles in the game.

That's all, thanks for reading.