Well I didn’t get a chance to play Shadow of the Colossus yet, nor did I attend the Great Canadian Appathon, I just had too much work I had to get done over the weekend (also it was my birthday, so I did do nothing for about a day). I first had to get done some business that took up about an entire day, but explaining that work would do nothing but bore you.
I got a start on some programming work this week, mostly in trying to set up scenes in Maya and getting them to work with physics in the game engine. I have yet to add in interactivity between a player and the game (making it basically a video) but it’s a good start. This way of importing objects, with physics attached, is much easier than what I was used to from last year, meaning we would likely be able to set up our entire game world quite easily.
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Watch the ball hit the wall, see it fall. That is all. |
In modelling news, since we got an extension I’ve managed to make it about two assignments ahead so I have a lot more time to work out some programming problems, and get those assignments done. I added in the head and hands and added a lot of geometry to the body, including making nice ear. I also spent a lot of time cleaning up any polygons with too many sides and making sure no faces were intersecting each other.
I’ve also started working on a couple concepts for our in game menu system. I’m trying to decide between a traditional 2D style menu, where items are selected in a sequential list or a completely 3D menu, in the style of the main characters pocket watch, where items are selected from a radial menu.
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To stay under our polygon limit I could only give him one ear. |
This week I also worked on a new level design, with more easily implemented mechanics and staying within our new level size restrictions. I’m going to wait until I have a lot of level designs (and a scanner) until I post pictures of them, and make a blog dedicated to the levels. In addition to that I also tried to list out a good start for what we will need for our modelling assets; including various gear and pipe models as well as different designs for walkways and scaffolding. Hopefully we’ll be able to keep this list to a manageable size or I could have a lot of work in the future of our game’s development.
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