Thursday, 8 May 2014

Conclusion

From my overall develop of the game and how I have time managed each submission to this Blog, I can conclude that overfall my time management were not that well organised until around to production of the game. But until a few personal issues accrued, my organisation failed once again which hugely effected the production time for when assets and other set goals were made before hand. 
But what went well during this production was the making of the concepts because they were already thought 


If I have a chance to redo this diary, I would have kept to my mile stones to begin with, and submit sections of my Gantt chart, following through with it as I meet deadlines, showing better time management.

Sunday, 20 April 2014

Particle editing






By going in to the DataBase view panel, located under underneath the view options, I then went on to the Particle menu by selecting the tab menu found at the top section of the

I looked through youtube videos such as: https://www.youtube.com/watch?v=d1nQ7xGQqh0
so to help me understand the particle system.

The overall process took a few hours figuring out what sections did what to the particles themselves.
During the process of creating the particle, I started to develop new ideas; as I played around with the particle system, I decided to make the flow of the particles more lively so to make the fireflies look more natural and alive.

Now all that is needed to be done is create the more around the map and add in more assets into the level and organised it around the map.



20/04/14
Objective:
Creating particle effects to look like fireflies 
 Done:
Made suitable particle effects 
 Next to do:
implement statue.
21/04/14

Sunday, 13 April 2014

Creating Assets for game

I created the tree by using a tool called the branch tool which extrude the face of an object or a plane and creates a a branch like shape from that selected face.
using this tool helped a lot of time and stress in making the trees because of how complicated making a tree in 3dsmax can be and long it would have took yo get it right.
while coming uv mapping the tree, I found that there are a lot of uv replacing in the uv editor.

To get around this, I had to rearrange the uv maps in the uv editor so that the texture that I created would not be mixed making it look like this.

Evaluation


13/04/14
Objective:
Creating trees in 3ds max
 Done:
Made tree model and texture for the tree
 Next to do:
sort out UV maps
15/04/14

 

Monday, 7 April 2014

Creating environment in Cryengine

From not succeeding in making the landscapes for my game in 3DS Max, I figured that it would be better to create the game's level within the Cryengine. It'll save time on exporting and other technical difficulties that may come up if I had chosen to do so.

Overall I found that it was surprisingly easy and as an end result, matches quite closely to my ideals.

During the process, I did have a little confusion on how to textue the terrain due to not having that much knowledge with the Cryengine's tool's whereabouts.

Seeing how much time I had to play around with the Cryengine, I thought  that it would be suitable to try and understand how the particle system worked.

Took some time trying to get the grasp of what changed what in the particle editing window and at points where I tried to change the texture of the particles seemed nearly impossible to find. This took a lot of time which made me angry but glad because thankfully I chose to sort this out beforehand and if I had chosen to do this later on, I may have not enough time due to all the other things I need to do for the game.

7/04/14
Objective:
Creating terrain for game level in cryengine.
 Done:
created a nicely made terrain suitable for my game concept.
 Next to do:
Try to get the particle effects to work in my level.
12/04/14

Thursday, 3 April 2014

Rigging Kia Allynna

Re-rigging the character model in 3dmax because I came a cross a problem that showed up one i had the skin attched to the bones. The problem was that when the character was trying to move her shoulders, her sholuders would move the opposite direction.
I spoke to one of my tutors during a lesson to resolve this. Afterwards, the problem lessened right after he had told me to re attach the skin to the bones. 
When it came to creating key animations, I found out that the problem with the shoulders were still there some how.
Looking through YouTube didn't help because they didn't have anything information that could help this situation.
I resolved this issue by asking one of my friends in class if he could look into this. He told me that the shoulders's bones where set to go opposite. After hearing this, I knew that by rotating the shoulders to the direction i wanted them to go towards when moving around, I could solve this problem quickly 

Evaluation
 From all that experience, I've gain new knowledge on heat mapping and rigging the character to the bones which means that if I happen to go across this problem again, I can resolve the issue with ease.

Tuesday, 1 April 2014

Musical Gameplay

Finally finished making my music track for my game. The link is here:

 https://soundcloud.com/ewan-mcdermott/illuminate-intro-music

All that needs to done is to covert my voice in my dialogue into a female's voice. I have been trying to do this but the out come today turned out not what I was expecting. all I could do at the time being was make my noise sound like a young boy. So hopefully ill be able to get this sorted and done by tomorrow.

Wednesday, 26 March 2014

What I been up to



This is what my character looks like in after moving her into 3DS Max.


 Created my Main asset that was one of my milestones which is meant to be my main focusable point to my games level's theme.


 Created and textured a statue for my game level which took me 3 hours to complete. I made this in Mudbox using basic scripting tools such as th

The idea of this was to create a kind of ancient history that is untold to the person playing the game, making the game more mysterious.




Made a simple stone with texture in mud box. very simple because it wasn't really important, just thought that the level would look bare with not many natural assets in the game.











27/03/14
Objective:
  • move character to 3DsMax
  • Create 1 asset 
 Done:
Successfully move character to 3DS Max and created 2 assets for level.
 Next to do:
implement statue and stone into level
1/04/14