benherbert379-blog
benherbert379-blog
Ben Herbert 379 Development Blog
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benherbert379-blog · 8 years ago
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380 Week 12
Summary:
Lantern models: 4.5 hours Fire pit texture: 0.5 hours Texture exports and fixing: 2 hours Level design changes: 0.5 hours Social media and plugging: 5 hours Press release and news article drafting: 1 hour MailChimp draft: 2 hours Teaser voice clip trimming and edits: 2 hours
Teaser scene set-up: 2.5 hours Teaser scene blocking: 1 hour
Total: 21 hours
Our page on indieDB hit #12 on the most popular list
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Lantern model
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Fire pit concept textured
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Chair for teaser trailer
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Scene for teaser trailer
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Camera blocking
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Pose tests
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Mailchimp Campaign
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Twitter page performance
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Reviewer possible
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vimeo
Facebook performance
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Discord sharing
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Trailer shared in discord
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Texture fixes
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Pillars imported
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IndieDB article
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benherbert379-blog · 8 years ago
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380 Week 11
Summary:
Pendulum model: 0.5 hours Pendulum unwrap and texture: 2 hours
Texture export and material setup: 3 hours
Script concept: 1.5 hours
Discord testing: 3 hours
Networking and research: 1.5 hours
IndieDB/Gamejolt setup: 3 hours
Shopkeeper teaser concept/thumbnails: 3 hours
Storyboard: 2 hours
Summary: 20 hours
Pendulum model and unwrap
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Pendulum texture
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Update to wizard’s face
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Texture sets exported this week
Pendulum cloud
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Wizard hat
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Lantern
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Pendulum
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Stone Pillar
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Wizard goblin
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Material setup for goblin
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Texture folders for objects
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Released the test build for the week in a discord
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Notes from players
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Feedback notes
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Tweeted game twitter on my personal account
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Organised partnered streamer to review the game
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More info on reviewer
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Another possible reviewer
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New game journalism site that might be good for a review
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Set up the IndieDB pages for the game, studio, and my own profile
http://www.indiedb.com/games/puzzle-knight
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Set up gamejolt profile
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Made a bunch of avatar icons for each of the team
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Wrote a script for a teaser trailer
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Research into the trailer style
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Thumbnails of the trailer in progress
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Trailer storyboard
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benherbert379-blog · 8 years ago
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380 Break week and 10
Summary:
Group dev day - 7 hours Clouds tinkering: 1 hour Clouds animation: 1.5 hours Clouds unwrap: 2.5 hours Clouds texture: 2 hours
Wizard hat: 1 hour Hat unwrap: 1 hour Hat texture: 0.5 hours Wizard texture 1: 1.5 hours Wizard texture 2: 1.5 hours
Dummy animation: 0.5 hours Shield break animation: 0.5 hours
Pillar model: 1 hour Pillar texture: 1.5 hours
Lantern model: 1.5 hours Lantern texture: 2 hours
Unity imports and tinkering: 3 hours
Total: 29.5 hours
Developer day during break
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Wizard hat model
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Wizard imported, untextured
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Wizard hat textured
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Wizard texture 1
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Wizard texture 2
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Pajamas...
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Shield break animation
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Dummy animation
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Dummies in the tutorial level
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Clouds sheet
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Cogs sheet
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Textured cloud
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Cloud render
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Pillar model
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Textured pillar
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First lantern version
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New lantern version
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Textured lantern
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Unity tests with spotlight
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Character trailer ideas: The Shopkeeper
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benherbert379-blog · 8 years ago
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380 Week 8-9
Summary:
Animation: 4.5 hours Modelling: 4 hours Unwrapping: 2 hours Exports and baking: 1 hour Unity import and setup: 2.5 hours Animation fixing in engine: 3 hours Texture and material fixes: 2 hours Model edits in unity: 0.5 hours Dummy rig: 0.5 hours
Total: 20 hours
Created the remaining goblin, boss, and shopkeeper animations
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Started developing a model for the pendulum in the shadow puzzle based off of user suggestions
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Low poly
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Smoothed high poly
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Best version
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Updated version
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IT MOVES
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Gave the boss a texture (wasn’t applied already)
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Had to fix the swords for the goblins because they’d cause them to slide to the right form the collision.
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Imported the training dummy
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A small animation for the dummy getting hit
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benherbert379-blog · 8 years ago
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380 Week 7-8
Summary:
Animation: 4 hours Texturing: 3 hours Modelling: 2.5 hours Exports: 2 hours Imports: 2 hours Goblin material set-up: 2 hours Weapon and item materials: 1 hour Unity animation tests: 2.5 hours
Total: 19 hours
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Boss animations
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New goblin model with varied textures imported and working
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Folder layout of them
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Some new anims
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First version of boss club
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Newer version, bigger, more intimidating
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Material tests for the club
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UV unwrap for the components
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Version 1, too spooky horror
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Version 2 more cartoony and fun
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Shield and sword texture maps
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Shield and sword imported and working
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benherbert379-blog · 8 years ago
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380 Week 6-7
Summary:
Rig tweaking and prepping - 1.5 hours Modelling - 2 hours Texturing - 1 hour Texture exports - 1 hours Animation - 11 hours Animation imports - 2 hours Texture imports - 2.5 hours
Total - 21 hours
Started the week updating the lil dummy
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to a higher poly but still cartoony look
and...finally...THE RIG WORKS
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Animations
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Idle
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Walk
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Sword swing, fancy feet
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Stabby
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Death
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WIP boss animation
The rig also works in unity!!!
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Idle animation imported to unity
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First texture test with finished model, lots of seams.
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Fixed the seams, brought in all variants of the enemy grunt
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Imported shopkeeper too, lookin swanky
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High poly model with a mock up texture
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benherbert379-blog · 8 years ago
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380 Week 5-6
Summary: Rigging(again and again and again): 6 hours Import tests: 2 hours Modelling: 2 hours Coding: 1.5 hours Research: 1 hour Material tests: 2 hours Texturing: 2.5 hours Meeting: 3 hours Total: 20 hours
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Still trying to fix the goblin rig issue
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The locator snaps to the hips location when pasting keyframes into the skeleton
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Item outlines for interactions and signals as per user issue
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Code for outlining objects
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Example of outcome i wanted
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Tests with game objects
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Outliner and inspector settings
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Testing with always visible silhouettes
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Always visible even through walls
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no longer visible through walls by removing ZTest Always
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Base mesh for training dummy
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Deformer added for cartoony effect
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Material mapping
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Render pass with version 1 textures
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Lonely
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benherbert379-blog · 8 years ago
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380 Week 4-5
Summary: Meeting - 3 hours Texturing - 2 hours Rig fixing - 2 hours Animating - 11 hours Texture export and testing - 3 hours
Total - 21 hours
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Meeting notes and sketches from fishbowl meeting
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New alternate goblin texture now with lederhosen
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Animation list for the goblins and boss
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Rig issues causing the root to deform and break
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Boss sword swing
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Boss stomp
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Goblin combat idle
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Goblin attack
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Death
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Goblin idle
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Goblin walking cycle
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Exported colour maps of the goblin textures
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In-engine texture tests
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benherbert379-blog · 8 years ago
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380 Week 3
Summary: Meetings - 2.5 hour Modelling - 2 hours Unwrapping - 4 hours Grunt texture - 4 hours Shopkeeper texture - 3 hours Extra textures - 2.5 hours Rig fixes and prepping - 2 hours Total: 20 hours
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Started the week unwrapping the goblin model for texturing
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Before i fixed the UV scale the images were pretty skewed
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First version of the goblin with texture
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Face looked a bit too avocado-y so I wanted to change the skin texture
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Oven mitts look rough and itchy
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Cheap junky boots found in the trash
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smoothed out texture with rough patches on the skin seemed a lot better
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Our shopkeeper is a very nicely dressed goblin
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First version of the texture unique to the shopkeeper
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Getting the shopkeeper scene set up and scaled for animations and defining the bone structure and final skin weights for the goblins so I can make a control rig for easier animation
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Shopkeeper required serious weighting and parenting so his clothing stayed on
Also required more time unwrapping fez and glasses to get a good scale on them
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I did some extra textures for the grunts to see what they could look like clothed
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benherbert379-blog · 8 years ago
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380 Week 2
Summary: Rigging - 8 hours Modelling - 3 hours Texturing - 7 hours Learning git - 1 hour Painting weights and testing - 2 hours Team meeting - 1 hour
22 hours total
I started the week with texturing the shield for the goblin and trying out different patterns and designs for the front.
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magical cracks with edits to the height map
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traditional painted design
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clean design with height map edits to add planks
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white hand of saruman and below a silly test with brushes
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and decided I’d like to try randomise the texture for the goblins if possible
i also started the sword texturing as well but might make changes to the UV map for better scaling
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I want to give the image of a scrapwork sword made from different types of wood
the crossguard UV scale is slightly too small and less detailed
I spent a few hours exploring what was wrong with the current goblin model and made some slight changes so it looks less... terrifying
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Before above and after below
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and tried importing the previous rig from the old model to it which did not work so i tried an autorig
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but the controls weren’t up to scratch so i made my own custom rig for the goblin by placing the joins and weighting them
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and had to spend a lot of time painting skin weights so the mesh didn’t deform too badly while posing and animating
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and tested basic posing while i had time
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i might need to edit the weights around the arm pits a bit more
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TEASER for next week
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benherbert379-blog · 8 years ago
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380 Week 1
Summary: 4 hours: sketching and concept development 7 hours: modelling 4.5 hours: group meetings 1 hour: brainstorm voice memos 1 hour: Critique presentation preparation
We started the week with a big discussion about our plans for the development period and settled on some tasks for us to complete
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going over what feedback we were given at the end of sem 1 and from the first crit of sem 2
attending an indie dev meetup in the city another meeting was held with advice from developers
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I sketched some new concepts to flesh out what goblins could wear as well as a new hint system for the game
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I wanted to save time and touch up the old goblin model in mudbox but ran into some issues
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but eventually came to this
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side by side comparison of old and new
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haunting runescape-esque facial style as a test
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then i redesigned the goblin’s items
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chair leg, plank, fence picket
and the shield
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initial UV test and unwrap TO BE FIXED A LOT
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and i started modelling out a special weapon intended for a boss
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2.3m high
think executioner smough from Dark Souls
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finally i began recording my car rides since i am driving a lot and just talking about my ideas for the game to see if i come up with anything good
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https://www.dropbox.com/s/0lzhgr2q2d66htp/1-08-17-brainstorm1.m4a?dl=0
https://www.dropbox.com/s/cq6qvzzr55bnnvk/1-08-17-brainstorm2.m4a?dl=0
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benherbert379-blog · 8 years ago
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Week 13
Summary: -Goblin re-animating 5 hours -Setting up folio 2 hours -Making demo song 2 hours -Item sound effects 1 hour -Group discussion 1.5 hours
At the start of the week I was told the goblin animations weren’t working at all and that I had to redo them with a new version of the rig.
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these were imported and the goblin animated properly this time
I organised all the work I did this semester into a folder for the folio submission
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I created a music track for the demo
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https://soundcloud.com/ben-herbert-717166575/demosong
and a sound for coin collections
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https://soundcloud.com/ben-herbert-717166575/coincollect
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benherbert379-blog · 8 years ago
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Week 12
Summary: -Editing goblin rig 30 mins -Goblin animation import 2 hours -Script and spotting sheet 1 hours 30 mins -Recording sounds 1 hour -Editing and mixing sounds 4 hours -Organising sound library 30 mins -Group Discussion 2 hours Total: 11.5 hours
A good chunk of this week was spent trying to import the goblin AI animations to the unity project, there were some issues with importing and the base model not matching with the animations
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Sol, Tama, and Sean helped to get the imports working a bit more but animations still don’t tirgger
Other half of the week I delved into sound design and created a script and spotting sheet
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We went to record in Z9 but the booths were taken. Brynn did the voice lines and I have done some of the atmos sounds
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These are all cut from this
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and organised into this
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AT2020 mic used for SFX
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2 headsets setup
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Zoom recorder for atmos
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benherbert379-blog · 8 years ago
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Week 11 Work
Summary: -Group Discussion - 1 hour -Level layout diagrams - 30 minutes -Item Animations - 30 minutes -Item modelling and fixing - 30 minutes -Goblin Animations - 7 hours -Animation Playblast/Export - 2 hours -Presentation Help - 30 minutes
This week was crunch time for animations to get them ready for implementation to the unity project
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Below are the new animations done this week
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Idle Blocking
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Shield Stagger
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Death
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Idle
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Stagger
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Strafe Left
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Strafe Right
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Attack
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Walking Revised
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Idle Animation
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Idle Animation
I did up another two level maps to lay out the levels that might be used for the prototype
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I made a sword and revised the shield model for the goblin
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and did some animations for the collectable items in the game
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Thanks to Sol’s help and using some tutorials I could export the animations and skeleton rig for unity
youtube
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Spent 10 minutes on a short sound asset list
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benherbert379-blog · 8 years ago
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Week 10 Work
Summary: -Group chats/meetings - 1 hour 30 minutes -Character Modelling - 3 hours -Character Rigging Attempt - 2 hours -Character Animation - 2 hours 30 minutes -SFX research - 1 hour (24 hours downloading -_-)
I made a naked version of the goblin due to rig issues with last week’s model:
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Spent a lot of time trying to figure out the rig for unity but got Sol’s help eventually. Started with aciton poses for idle and targeted respectively:
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and a patrol walk cycle
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and a running cycle when engaging the player
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I like the goofiness of the rigid upper body but i’d still like to tweak it a little more to give a more natural animation.
These poses work with all weapons so far
updated the asset list sheet
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finally downloaded and sifted through a whole lot (20gb) of royalty free creative commons sound effects for possible useful clips
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Bought this portable recorder to record atmos and foley sounds for the game when I’m not in studio
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benherbert379-blog · 8 years ago
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Week 9 Work
Summary: -Group Meeting - 30 minutes -Enemy Model - 4 hours -Map Element Modelling - 2 hours -Crystal Animation - 30 minutes -Animation Flowchart - 1 hour
We held a short group meeting after the briefing to discuss what we wanted to present this week, what we want in the prototype, and who will do what
At least 1 polished enemy encounter type, 1 polished puzzle type, a smaller version of one of the levels, collectable pick ups.
Ben - Enemy animation and level assets Sol - Main character model and assets Sarah - Game Objects Brynn - Music and storyboarding Sean - Code framework Steven - Puzzle designs Tama - AI and combat
I spent most of my time this week modelling the basic enemy type ‘Goblin Grunt’ in maya
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which Sol helped rig up but we ran into some issues with the rig and animating it so that will need to be fixed
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Will remodel the enemy next week with a new rig
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I build some of the basic map assets and tested putting them together
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Made the maze assets modular so that we can just put it together any way we need it to go
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Archway Test:
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Pitfall Test:
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Possible layout for the prototype:
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Finally I wrote up a plan for the basic grunt’s animations
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This helps work out transitions and overlapping animations
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Extra charger animation chart
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Charger reference
And finally a quick item animation for a collectable item
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benherbert379-blog · 8 years ago
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Week 8 Work
Summary: -Group Meeting - 2 hours -Enemy Character Modelling - 3 hours -Item Modelling - 1 hour -Level layout design - 1 hour -Presentation help - 2 hours
We used the group meeting to figure out what we needed to present and work out some more details of the game
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I spent more time trying to figure out facial modelling to make something better than the Charger model and ended with this face
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which I will texture for the game. I also started work on the body using a bigger barrel than the Charger enemy which can be seen in Brynn’s design:
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item work:
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level layout:
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presentation aid included taking screenshots of the models and map concepts and creating a control map:
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