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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
Lantern model
Fire pit concept textured
Chair for teaser trailer
Scene for teaser trailer
Camera blocking
Pose tests
Mailchimp Campaign
Twitter page performance
Reviewer possible
vimeo
Facebook performance
Discord sharing
Trailer shared in discord
Texture fixes
Pillars imported
IndieDB article

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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
Pendulum texture
Update to wizard’s face
Texture sets exported this week
Pendulum cloud
Wizard hat
Lantern
Pendulum
Stone Pillar
Wizard goblin
Material setup for goblin
Texture folders for objects
Released the test build for the week in a discord
Notes from players
Feedback notes
Tweeted game twitter on my personal account
Organised partnered streamer to review the game
More info on reviewer
Another possible reviewer
New game journalism site that might be good for a review
Set up the IndieDB pages for the game, studio, and my own profile
http://www.indiedb.com/games/puzzle-knight
Set up gamejolt profile
Made a bunch of avatar icons for each of the team
Wrote a script for a teaser trailer
Research into the trailer style


Thumbnails of the trailer in progress
Trailer storyboard
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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

Wizard hat model
Wizard imported, untextured
Wizard hat textured
Wizard texture 1
Wizard texture 2
Pajamas...
Shield break animation
Dummy animation
Dummies in the tutorial level
Clouds sheet
Cogs sheet
Textured cloud
Cloud render

Pillar model
Textured pillar
First lantern version
New lantern version
Textured lantern
Unity tests with spotlight
Character trailer ideas: The Shopkeeper
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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
Started developing a model for the pendulum in the shadow puzzle based off of user suggestions
Low poly
Smoothed high poly
Best version
Updated version
IT MOVES
Gave the boss a texture (wasn’t applied already)
Had to fix the swords for the goblins because they’d cause them to slide to the right form the collision.
Imported the training dummy
A small animation for the dummy getting hit
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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
Boss animations
New goblin model with varied textures imported and working
Folder layout of them
Some new anims
First version of boss club
Newer version, bigger, more intimidating
Material tests for the club
UV unwrap for the components
Version 1, too spooky horror
Version 2 more cartoony and fun
Shield and sword texture maps
Shield and sword imported and working
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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
to a higher poly but still cartoony look
and...finally...THE RIG WORKS
Animations
Idle
Walk
Sword swing, fancy feet
Stabby
Death
WIP boss animation
The rig also works in unity!!!
Idle animation imported to unity
First texture test with finished model, lots of seams.
Fixed the seams, brought in all variants of the enemy grunt
Imported shopkeeper too, lookin swanky
High poly model with a mock up texture
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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
Still trying to fix the goblin rig issue
The locator snaps to the hips location when pasting keyframes into the skeleton
Item outlines for interactions and signals as per user issue
Code for outlining objects
Example of outcome i wanted

Tests with game objects
Outliner and inspector settings
Testing with always visible silhouettes
Always visible even through walls
no longer visible through walls by removing ZTest Always
Base mesh for training dummy
Deformer added for cartoony effect
Material mapping
Render pass with version 1 textures

Lonely
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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
Meeting notes and sketches from fishbowl meeting


New alternate goblin texture now with lederhosen
Animation list for the goblins and boss
Rig issues causing the root to deform and break
Boss sword swing
Boss stomp
Goblin combat idle
Goblin attack
Death
Goblin idle
Goblin walking cycle
Exported colour maps of the goblin textures
In-engine texture tests
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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
Started the week unwrapping the goblin model for texturing
Before i fixed the UV scale the images were pretty skewed
First version of the goblin with texture
Face looked a bit too avocado-y so I wanted to change the skin texture
Oven mitts look rough and itchy
Cheap junky boots found in the trash
smoothed out texture with rough patches on the skin seemed a lot better
Our shopkeeper is a very nicely dressed goblin
First version of the texture unique to the shopkeeper
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
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
I did some extra textures for the grunts to see what they could look like clothed
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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.
magical cracks with edits to the height map
traditional painted design
clean design with height map edits to add planks
white hand of saruman and below a silly test with brushes
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
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
Before above and after below
and tried importing the previous rig from the old model to it which did not work so i tried an autorig
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
and had to spend a lot of time painting skin weights so the mesh didn’t deform too badly while posing and animating
and tested basic posing while i had time
i might need to edit the weights around the arm pits a bit more
TEASER for next week
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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
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

I sketched some new concepts to flesh out what goblins could wear as well as a new hint system for the game



I wanted to save time and touch up the old goblin model in mudbox but ran into some issues

but eventually came to this
side by side comparison of old and new
haunting runescape-esque facial style as a test
then i redesigned the goblin’s items
chair leg, plank, fence picket
and the shield
initial UV test and unwrap TO BE FIXED A LOT
and i started modelling out a special weapon intended for a boss
2.3m high
think executioner smough from Dark Souls
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
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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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.
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
I created a music track for the demo
https://soundcloud.com/ben-herbert-717166575/demosong
and a sound for coin collections
https://soundcloud.com/ben-herbert-717166575/coincollect
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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
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
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
These are all cut from this
and organised into this
AT2020 mic used for SFX

2 headsets setup

Zoom recorder for atmos

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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
Below are the new animations done this week
Idle Blocking
Shield Stagger
Death
Idle
Stagger
Strafe Left
Strafe Right
Attack
Walking Revised
Idle Animation
Idle Animation
I did up another two level maps to lay out the levels that might be used for the prototype
I made a sword and revised the shield model for the goblin
and did some animations for the collectable items in the game
Thanks to Sol’s help and using some tutorials I could export the animations and skeleton rig for unity
youtube
Spent 10 minutes on a short sound asset list
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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:
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:
and a patrol walk cycle
and a running cycle when engaging the player
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
finally downloaded and sifted through a whole lot (20gb) of royalty free creative commons sound effects for possible useful clips
Bought this portable recorder to record atmos and foley sounds for the game when I’m not in studio

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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
which Sol helped rig up but we ran into some issues with the rig and animating it so that will need to be fixed
Will remodel the enemy next week with a new rig
I build some of the basic map assets and tested putting them together
Made the maze assets modular so that we can just put it together any way we need it to go
Archway Test:
Pitfall Test:
Possible layout for the prototype:
Finally I wrote up a plan for the basic grunt’s animations
This helps work out transitions and overlapping animations
Extra charger animation chart
Charger reference
And finally a quick item animation for a collectable item
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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




I spent more time trying to figure out facial modelling to make something better than the Charger model and ended with this face
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:

item work:
level layout:
presentation aid included taking screenshots of the models and map concepts and creating a control map:
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