Return of the Jedi / EA

http://www.ea.com/news/ea-and-disney-team-up-on-new-star-wars-games

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Journal Entry: Matope, Remy’s Progress

Done before last class:

  •      First to third person camera animation, PageUp (and vice versa, PageDown)
  •      Movement controls, W, A, S, D, Space (forward, left, backward, right, jump)

Done for last class:

  •      Added a “cone of focus” for NPC interaction. This cone is stuck to the player’s “face”, and when it hits an NPC, the NPC will look at you. When you type with the NPC’s attention, it knows you’re talking to it and responds accordingly. (Idea for later development: dynamically adjusting cone when screen space is crowded with NPCs)
  •      Added a chat box for NPC interaction. I threw in an input that shows the text you’re typing on screen. When you hit enter, it appends your text to a chat box. Soon, NPC dialogue will also go into the box. Text is drawn as an overlay, so it doesn’t intersect with geometry in game. Needs a little more polishing, specifically a background for readability, a delay to disappear, and a line limit/scroll.
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Journey Entry: Matope – Work that Justin Did!

Here is a list of things that I was given by Gabby (who is a great leader btw) to do.

Base Character Model (minus eyes, textures, and materials)
Base Character Model WITH EYES (note: cancels out the previous one)
Character Textures/Materials
Character Rigged for Animation
Main/Starting Character Model (ghostly one)
*A short hairstyle, textures / materials*

As of right now, I have the base character model. It is somewhat rigged and has features on it, but it still needs a lot of work done to be complete. I mostly worked on the base character model last Tuesday, adding *5* fingers to each of the model’s hands and adding the animal like features to it. I have the frill-necked lizard type on the base character model now, but it still needs major tweaking. I hope to get the banded broadbill type character model done eventually (the upcoming days) and then it’s on to the texturing!

 

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Final Project Status update

As of Friday the third of May, I have designed the world and am currently populating it with simple trees and bushes. I like many other found a simple tree and bushes that I can just reuse to create my forest.

I am also looking into creating the rail that will be used to set the path the player character will be following through the world.

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Work ah done did.

On Thursday i continued working on the design document for the final project. I worked on trying to list the errors that we encountered in the project so far. This proved to be difficult  because we hadn’t found any solution to said errors and i didn’t just want to list errors. So i met with some team members and addressed issues that were brought up with our project during the class presentation. Specifically, the Faith gauge in our game and it’s exact functionality. We were able find a working solution and i was gladly able to include the problem and the solution in the design documentation. I was able to do this with other parts of the game as well, the faith gauge being an example. I was also to help others get sound effects for different parts of the game as well.

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journal entry: status on final project

I have successfully been able to create the character, attach the gun to it, have the user be able to look around with the mouse, and be able to shoot and remove blocks (blocks are only used for for testing purposes).

Next step is to add a HUD (heads up display), which will contain information about the player’s health and his ammo. Hopefully, I can also add a muzzle flash animation.

 

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How to export your game from blender

https://www.youtube.com/watch?v=uyHJ-zuuphM

This also work on Mac computers, however, it will export as a different file format. If you end up wanting to share your game with friends, make sure you have 2 copies of your game, one for Mac users and one for PC users.

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Matope – Work Gabby Did

I had previously worked on an NPC python file, and I fixed it up a bit today. I realized that I wasn’t sure how it would actually work within the game and after discussing with Professor Baker, it was confirmed that attaching the script to the object (NOT THE GEOMETRY) for the NPC would be best.

I also implemented into the NPCs a very basic quest system that will need to be modified and perfected. This quest system was intended to be its own class, but it just fits in so nicely with the NPC class, it seems like a match made in perfection… but I can’t help but wonder if I’d be better off making a Quest class for more easily mass-producing quests. In fact, that likely is a good idea.

In addition, I started working on the python file for a Player class. I had not originally considered this a task that needed to be done, but upon further consideration, it is.

I should also work on an Item class, and make sure the player class has an inventory variable… probably a list would be best.

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Found Something Awesome

Found this animation online that was apparently made in Blender.   This focuses on a boss fight in the game, Touhou 6 Embodiment of the Scarlet Devil, so if you have a hard time understanding what’s going on, don’t worry.

Warning!

There are a lot of pretty pictures here.

http://youtu.be/y3536WfHgUM

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Kickstarter info

Links to all the info that I cover in today’s lecture on kickstarter projects.

 

 

Kickstarter overview:

http://www.kickstarter.com/start?ref=what_is_kickstarter

 

FAQ:

http://www.kickstarter.com/help/faq/kickstarter+basics

 

The rules:

http://www.kickstarter.com/help/guidelines

 

 

How to make a Kickstarter project that might actually succeed:

http://www.kickstarter.com/help/school#defining_your_project

 

 

Statistics on Kickstarter projects:

http://www.kickstarter.com/help/stats

 

 

Rockpapershotgun.com coverage of kickstarter PC games:

http://www.rockpapershotgun.com/tag/kickstarter/

 

RPS tips to developers:

http://www.rockpapershotgun.com/hey-prs-and-developers/

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