Posts

Planning

Sprint Zero has started and we are going all out this semester. We are going big with a lot of planning and actually, a lot of implementation. Jade went all in with the planning and the vision because she doesn't want what happened last semester to happen this semester. So we are changing how we do things, even changing a few of the programs that we use. Instead of using trello to track tasks, we now use Hack n plan, which in my opinion is much better.

We are Back!!

Today is the first day of the new semester and I couldn't be more excited. It's a new semester and a new opportunity to do better than we did last time. We decided before the semester started that we would start a new product that would better suit the time that we have. We are going with a cyberpunk sandbox narrative. The story is still in development, but our PO has most of the story nailed down. We also decided on roles for this semester. Jade is our PO, Matt is Lead designer, Andy is buildmaster, Nick is our lead artist, and I am the assistant PO.

Retrospectives...more DUN DUN DUUUUUUUNNNN!!

Image
So today is the last day of the semester and I am glad that it is. It has been a stressful semester, not just for me, but for all of us. So we need a well deserved break. Today is also retrospectives so I'm kinda nervous, but its retros so who wouldn't be? I think I actually did pretty good this semester. It was rough ride....a REALLY rough ride but I'm glad that I stuck through it. It helped me learn a lot of things, especially in different programs. I was able to learn how to use Substance Designer and create my own textures.

The end result...DUN DUN DUUUUUUUUNNNNN!!

Today I put the last few touches on the death screen because I still felt that I could do better. And by that I meant rendering out an animation and having that as our death screen. I was a bit unsure if it was gonna work, or if it was going to turn out right, but after a few test renders, and a lot...A LOT of tweaking, I think I finally got something that I was happy with.

Sssssnake eyesssss

Image
I put the sphinx on hold because the team wanted me to finish the death screen background as soon as possible. It wasn't as easy for me because I I didn't really know where to start. I had created a scene in 3DS max and tried using path constraints on the dice objects, but that didn't work. I tried creating a separate scene in unity, but that wasn't working for me either...so I went back to the 3ds max file and modified it a lot to try and get the result the that I felt like was good enough.

Death screen....and a sphinx

Image
More progress was done today, which is always a good thing. I decided, along with Nick, to create the backgrounds for the game, such as the start, the lobby and the death screen. I got a good for the death screen, where we would have a pair of dice roll onscreen and land on snake eyes. While I was working on that I was also working on creating a sphinx for the museum level. I started off with a simple box model and I'll work my way up from there.

Re-Do

Image
This week wasn't that eventful in my opinion. We had a normal deving day. I had gotten some feedback on my last pyramid rendition and they were telling me that it was better than the last one...but it had too much geometry so I had to redo it..again...I was getting kinda annoyed I had to redo it so many times, but  I get it, they wanted something that looked good. So I redid the thing and this time, I just used a simple pyramid, but extruded a chunk out of the middle for the entrance and exit, and added a bunch of geometry to the sides. I then took it into mudbox and sculpted on it.