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.
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Risk of rain 2 has recently had a DLC content update, and since I bought it, I have been loving every second of it. This update has added a couple of new things to the game, all of them being interesting and fun. There have been new items, new survivors, new a new game mode, and a new boss, among other small changes. Each new item is unique and some even have synergy with both other new and previously existing items. There is even a new class of items that "corrupts" all versions of that item you hold. I think this change is really interesting and adds a new dynamic to how you play, having to make choices about what items you want to convert and what items you want to keep. The new survivors are also pretty cool, having unique mechanics and synergies with certain items. Firing speed affects the Railgunner differently, and the new item tier (void items) as well as healing items affect the Void Fiend. The new game mode is pretty weird and I only tried it once. I don't really play the alternate game modes, so I'm not going to talk about them. The biggest part of the update was the addition of time moving while in the void fields and the addition of a new boss that can be accessed from there (among other places). The void fields change makes it no longer a no-brainer, so you have to choose when you want to enter and how long you'll stay. There is an interesting change where it now counts as a stage, so you can get scavengers on stage 5, but that's more in-depth tech I don't feel the need to talk about. Overall, I have loved this update and have been playing it to death. The new boss is pretty hard, but me and my friend really only do command runs, so we are overpowered by the time we get there. That being said, it's still difficult and still enjoyable. This was a really good update and well worth the money. I would totally recommend getting this update, as well as the base game if you don't have it already.
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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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Recently we had to make an outpost in AGAD using modular components in 3DS MAX. I wanted to make a sort of future-colony looking base. I made hallway pieces to connect all of the hub pieces I made, and made a bunker door and fence to make it seem more protected. I tried to keep it really simple, because I don't think it was necessary to go overboard. I kept my components relatively basic so that I could fit them together more easily and have to worry less about restarting or changing a piece later on. It also means I could develop them later if i felt like it. Overall, I think it turned out well. It looks like one cohesive unit, which was something that I was going for. I also like how the door turned out, but it's hard to see from so far away and with no texturing. Besides that, I think this went really well for something so simple.
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In AGAD, our first assignment was to create a house out of modular pieces in 3DS MAX. A lot of simple things came back quickly, like using the edit poly function and combining basic shapes and those sorts of things. Compound objects, though, gave me a little trouble. I don't think they were necessary for the assignment, but I like to use them anyway to combine things or remove sections from objects. I think I just used the attach function of the editable poly section to do all that instead though. The foundation pieces were tedious, but not difficult. I mainly did as I was told and it overall turned out pretty well. .In the end, I learned a lot about modular design and how quickly you can create something if you do it right. I am happy with how it turned out in the end.
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The Intel World Open was an exciting prospect when it was announced pre-covid. E-sports alongside the Olympics? Getting to watch the best from different countries battle it out? Finally proving which region is the best? It was too good to be true, of course. Everybody knows covid came in and swept everything, including the Olympics itself, under the rug. It was all very sad and dissapointing, but there's nothing anybody can do about that. Now, a year later, the IWO has announced how it will go about it's event. People did not like what they heard.
Due to the pandemic, the IWO would be held online, region-locked. This means no LAN, no countries in other regions playing each other, etc. That was the entire point of the IWO in the first place, let alone the Olympics. Players have stated a loss of motivation due to this, since the oversaturation of a single region with no new teams has been stagnating and hard, especially for those who have confirmed top six, like Vitality. You can tell that they aren't really trying because they're bored and know that they'll be in the next major anyways. I think people would rather wait a while and get a LAN than have online competition now. Saying that, I think the IWO resurfacing this early was a poor decision. I think they could've waited until people could come to a LAN and then announced that they were coming back. This way, no one would have false expectations and be let down. Overall, this whole situation is a mess and I hope it gets better, especially for the sake of the players. In Summary:
TF2 is currently in an awkward limbo when it comes to it's current casual situation. Due to the rampant bots despite the large community, Faceit, a major esports company, has stepped in and offered their own solution. For the people who have played Faceit Matchmaking before, it is almost identical. For those that haven't, what happens is you que up on the faceit browser or plugin, wait for a match to be found (which doesn't take long at all), and then either click a button that opens your steam client bootstrapper and takes you into the server, or paste the ip in your console yourself. A lot of people were very hopeful about this whole endeavor. People would finally be able to play casual matches without autobalance, bots, or joining mid game. But there are a lot of things that people are making notice of now that are conflicting. Thankfully, though, TF2's casual matchmaking on Faceit is currently in beta, and the team behind it is (at least claiming to be) listening to community suggestions and problems and trying to fix them. The largest issue people have reported about the casual matchmaking is that it doesn't feel "casual". This would make sense, given that Faceit is an esports company, but there is more to it than that. The main things people are pointing out are that there are penalties for leaving, payload cap timers, and incentives to win. These factors make the experience feel more like a "pug" (pick up game, usually at the very least semi-competitive) than a "pub" (a public lobby, what casual is normally). People are rewarded for tryharding in games, which a lot of people claim is "against the spirit of TF2 casual". Personally, I don't mind it much, but I do understand the frustration for some people who just want to run gimmicky loadouts and prey on oblivious snipers in the enemy battlements. You will rarely see anybody using weapons that aren't "meta" like the classic or the rocket jumper. One major benefit, though, is that there is a larger variety in the classes that people are playing. Granted, this plays into the "tryhard" argument, making games feel more like highlander. Overall, though, I'd say it's an improvement over the valve servers we have now. Is it an improvement over casual pre-bot crisis, though? At the moment, at least in my opinion, not quite yet.
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Over the past month, there have been rumors of going back to school and how it will go down. So far, according to some teachers (how claim to not know much either), you can choose to go back into school, but there will be significantly less people in each classroom. It has also been said that you wouldn't actually be with your normal classmates or teacher, but that has yet to be confirmed. Initially, I wanted go back in for the sake of my mental health and learning ability. After learning of the conditions, though, I don't think I'll be going back in yet. Going back in just to be on chromebooks in a room you aren't normally in doesn't sound appealing, especially the chromebook part. On top of that, I don't think any of my friends will be going back in either, so there's no point for me to go back. I am hoping that things are resolved soon, though. I would like to get back to normality by the end of the year, but I doubt that will happen.
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