This is the last personal check in for us this year. Unfortunately, though, it will be anticlimactic. If you read my last check-in, you would know that I was told by my team lead that I have nothing to do. The same is true for this week. Our project is in a "compiling" stage, so there is "nothing for me to do". On one hand, I feel like I'm being left out of the project. On the other hand, I enjoy not having to stress about anything. Back to the other hand, I'm am pretty bored and wouldn't mind something to do. Here's another thing that I made for my portfolio. Overall, I'm bored and feel left out. I am looking on the bright side and enjoying my "time off" but otherwise im kinda over it
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I had 2 AP tests this week, so I missed two days. Besides that, I was told by my team lead that I had nothing to work on this week because the game is more of a compiling stage, so I had nothing to do. Because of this, I mainly worked on stuff for my portfolio. I made this gradient in paint, and it took a very long time because I had to do it pixel by pixel (or at least diagonal rows, about 240 or so). I am really disappointed that there is not a gradient tool in paint. Anyways, I hope that I will have something to do in the near future. I am bored in class and am looking for things to do, as much as I don't want to do this project. Hopefully I will get some work soon.
In Summary:
This week, I mainly worked on fixing my PBM game, so I didn't do much in the way of our group project. What I did was I added new assets for the walls of each of my levels to make them more interesting, as well as adding an introduction screen with instructions for the game. This took me a few days, but I'm happy with what I ended up with. I definitely learned something new regarding the button mechanic and how to make a main menu. Because of that, that is what I'm most proud of. I hope I'll get more information on what I'm doing next week soon.
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This week was more normal, but I was absent tuesday so you could say it was technically a shorter one. I continued with what I was already doing and moved to placing the walls that I made into the unity scene. As I said, this week I made some more walls and began to bring them into Unity. I don't know why they kept their colors from unity but not their material/texture, but that's an issue for another day, so I won't worry about it right now. It doesn't affect anything anyways. Personally, I preferred the modular crystals for the walls, as I could mix and match them to make unique and more interesting structures and patterns, but I was told to do this, so I did it anyways. Another problem I had was that tere isn't a key for the layout, so I don't know where to put the walls. I think I figured it out without having to ask, but if I'm wrong I'll change it. Overall, I'm most proud of the fact that I had no issues importing my objects into Unity. I think at this point I've figured out how everything in that regard works and am happy with what I have done. Next week I will most likely be told what to do, as I do not know what is next for me right now. Maybe I'll have to make more walls, maybe there will be a key for the layout so I can place things correctly (if I was wrong).
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I didn't do much this week. I was absent on monday, so I didn't get to start on anything on time. I didn't have much to do anyways, so I'm not strung up by it. I was told to look at the concept art and start to make new crystal models/find more. The image on the left is another modeled crystal that I found, and the right is my attempt based on concept art. The material is awful so its harder to see. Personally, I liked the low poly crystals I was using initially. They looked way better and had way more potential for mixing and matching/variety in the scene. The new crystal I found feels like too much is going on and doesn't really fit with what was being gone for. The crystal I modeled is just plain terrible. I could put more work into the crystals I'm modeling, though, so its not the end of the world. I didn't do much this week, so I'd say the most important thing was the realization that the new crystal isn't great. I even placed it in the unity scene and saw how it kind of clashed with everything else. I still am awaiting meaningful instruction and am hopeful for what comes next.
In Summary:
This week I downloaded a version of our whitebox scene and started placing the crystals within the scene in the marked areas. This was a lot easier and nicer to do since I previously separated the individual crystals so I could mix and match them instead of having to place down the same looking uniform group every time. I didn't run into any problems doing this, it was mainly just tedious and time consuming. I wanted to make each clump seem different so things would be stale or look like they were just copy pasted (even they technically were, its different enough to make it seem unique). Since this is the only thing I did this week, I'd say my greatest accomplishment was a few of the good looking clusters. They turned out pretty nice, so I'd say that was what was best. I still don't know what's going to happen next. I'm sure I'll be told what I'm supposed to be doing when we get back from break, but for right now, I'd say I have to learn how the sharing of the files works, as that is still kind of confusing to me. Otherwise, I don't know what's coming up next.
In Summary:
This week I started to work with one of the assets that I had compiled for our game. I looked to make it as convenient as possible to import into unity. I opened the file in 3DS Max and used modifiers to detach objects from each other and then grouped them together to make it as convenient as possible. I wanted to make the materials in 3DS Max (as presented in the image) for the illumination and transparency, but I couldn't figure out how to get them to carry over. The objects and their groups carried over fine, but the objects came in with no material. I tried to look into ways to carry them over but instead I just settled for the unity materials. Plus, other people would be making the textures for the crystals anyways, so I don't think it's that big of an issue. I am proud of how the groups stayed consistent when carried over from 3DS Max. I took some extra time to ungroup objects that came together grouped, and I'm glad I did. Next week I will continue to 3D model for my team.
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This week was pretty slow for me. Not much happened and I didn't have much to do, but I did do somethings. I mainly searched for assets and reviewed the audio assets that were going to be used. The hardest part was finding new websites that would work on the school computers. I mainly stuck with cgtrader because they had a lot of free stuff and it worked here. I did look a little bit at home on other sites, but I didn't add anything from them. The assets I found would probably be the highlight. I think I found some good stuff that fits what was asked of me. The assets were ok, definitely serviceable. I don't think what I'm supposed to do for next week has been outlined for me yet, so I'm going to have to stay posted for my tasks going forward.
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This week went a little bit better. I searched for free assets to use as well as free textures for walls. I also found some code for movement that I think is ideal. The script was definitely the highlight of the work I did. I found a movement script that works really well and that will hopefully fit the game well. The only problems I ran into was with code in other scripts that I never ended up using, so they weren't the biggest issue. Next week I plan to look for more low-poly assets and start looking at the audio assets. I mainly just have to look at the Trello page; it has all of the information I need on what I need to do and when I need to do it by.
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Currently, I am having issues creating my parkour level. This mainly comes from my inability to make a good character controller script. I've tried a few things, but they all end up not working how I wanted or not working at all. heres my current setup: and here is my current problem: I don't know why this is happening or how to fix it, and I am currently looking for a way around it. I might have to start over again.
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