Week 6: The Hard Part is Still to Come
Hey there guys, Adam here again with Angry Ghost Games.
This week we set out to finish what we've been working on for the last couple of weeks; namely wrapping up on art, and moving further into making Magefest a functional game.
This week Connor finalized the Forest level, meaning that now all of our level backgrounds are completed and animated. Now just comes putting them into the game.
These portals designs may possibly change from here on out, but having such a snazzy looking temporary asset certainly helps the game feel a little more finished.
Jess has been hard at work, rigging and weight painting our main character model ready for animation in the next few weeks.
The model is entirely rigged at this point, but weight painting (determining which parts of the model each join can pull) is still in progress. From experience I am aware it is a long, arduous and fairly uninteresting part of the progress, and so I wish her the best of luck not to lose her mind.
Ryan has been working on multiplayer controls, which are now in, and working almost as intended; with the character currently being unable to move whilst jumping, which should hopefully be fixed by next week.
Josh has been continuing work on menus, and has integrated the UI elements created by Jess into the game project. He is currently working to get HP displaying properly on said UI.
Christina has been continuing her work on both the title animations and sound design, taking this week to work hard on both.
Hopefully we should have more to visually show from these three next week, but know that they have all been hard at work, just on things that would be difficult to showcase on the blog.
This week I worked on getting Bob's textures drawn up and ready to be applied to the model; however I ran into a spot of trouble and progress (as well as MAYA) was slow. Unfortunately the 3D modeling program I was using, MAYA, was running so slowly that it was impossible for me to actually apply the textures I had drawn up and so I was unable to do any cleanup work on them or even check if they were coloured correctly.
As you can see, this texture (one of four colour variations) is still quite messy with almost no defined detail, which I planned on adding upon being able to watch the texture update on the model as I drew. This week I will be performing a fresh install of MAYA in order to attempt to fix this issue, and hopefully should have the texturing in a much more complete state then.
Also, as you can probably see, I have overhauled the visual style of the blog. This revamp is still ongoing, so if you spot anything out of place or weird, feel free to leave a comment and I'll try to patch it up. That, or wait a few days, I'll get to it eventually.
This week we set out to finish what we've been working on for the last couple of weeks; namely wrapping up on art, and moving further into making Magefest a functional game.
This week Connor finalized the Forest level, meaning that now all of our level backgrounds are completed and animated. Now just comes putting them into the game.
This is, by his own admission, Connors best work so far. Now he will finally be free to move on to whatever art has been forgotten or left by the wayside. Although I wouldn't blame him for taking the rest of the semester off at this point.
That's not all though. Connor has also created the particle effect for Bob's re-spawn which he has also shared with us as a video.
These portals designs may possibly change from here on out, but having such a snazzy looking temporary asset certainly helps the game feel a little more finished.
Jess has been hard at work, rigging and weight painting our main character model ready for animation in the next few weeks.
The model is entirely rigged at this point, but weight painting (determining which parts of the model each join can pull) is still in progress. From experience I am aware it is a long, arduous and fairly uninteresting part of the progress, and so I wish her the best of luck not to lose her mind.
Ryan has been working on multiplayer controls, which are now in, and working almost as intended; with the character currently being unable to move whilst jumping, which should hopefully be fixed by next week.
Josh has been continuing work on menus, and has integrated the UI elements created by Jess into the game project. He is currently working to get HP displaying properly on said UI.
Christina has been continuing her work on both the title animations and sound design, taking this week to work hard on both.
Hopefully we should have more to visually show from these three next week, but know that they have all been hard at work, just on things that would be difficult to showcase on the blog.
This week I worked on getting Bob's textures drawn up and ready to be applied to the model; however I ran into a spot of trouble and progress (as well as MAYA) was slow. Unfortunately the 3D modeling program I was using, MAYA, was running so slowly that it was impossible for me to actually apply the textures I had drawn up and so I was unable to do any cleanup work on them or even check if they were coloured correctly.
As you can see, this texture (one of four colour variations) is still quite messy with almost no defined detail, which I planned on adding upon being able to watch the texture update on the model as I drew. This week I will be performing a fresh install of MAYA in order to attempt to fix this issue, and hopefully should have the texturing in a much more complete state then.
Also, as you can probably see, I have overhauled the visual style of the blog. This revamp is still ongoing, so if you spot anything out of place or weird, feel free to leave a comment and I'll try to patch it up. That, or wait a few days, I'll get to it eventually.
This week has been a transition, with both of our main artists having finished up all of the art at this point, and our character being a stones throw from being fully coloured and moving around as they should in game. In the weeks to come, I should hopefully be able to showcase more gameplay and you should begin to recognize what you've seen here previously entering the game in their finalized states.
Thank you all for reading, we hope you check back in next week.
Adam.


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