This post will be short, as we are busy and do not have much time on our hands to spare. As one of two programmers in our group I am left to deal with a large load of programming to do with the game engine, particularly has been giving me a very large headache (havoc + wildmagic = unhappiness) Locomotion, which i mentioned last week is the key feature i am focusing on and is coming along, hopefully to be done by the next lab date.
Other than that our models for vehicles, levels, and characters are coming along swimmingly, with the final pieces coming into place soon.
and with that i bid the adieu.... hey i said it would be short
we out.
Friday, November 19, 2010
Wednesday, November 10, 2010
Dev Blog #7 - Locomotion
Welcome to November, the month of work work and more work. Generally my job has come down to getting the locomotion system for our choppers working, you know so we can drive our vehicles around the track. there are many current theory as to how to get this done. Personally I'm going to take the force approach, where as long as my vehicle is weighted and the wheels have the ability to roll (and are attached to the thing) the more force i apply to the vehicle, the faster it will go, dragging along the chopper in the direction of the wheels.
Modeling is coming along, our 3d modeler is working on the games levels and our characters are getting rigged and weighted. once those are done we move on to the vehicles.
Other than this we have a couple of business assignments, not directly involved with the gdw, and a big business of gaming presentation which is asking us to present something Before its actually done...
Out of context, fable 3 is played and finished...meh. Black Ops came out yesterday, woo, but the multi-player is laggy as hell...
Oh, the Scott pilgrim movie came out on DVD yesterday.. so yeah
we out.
Modeling is coming along, our 3d modeler is working on the games levels and our characters are getting rigged and weighted. once those are done we move on to the vehicles.
Other than this we have a couple of business assignments, not directly involved with the gdw, and a big business of gaming presentation which is asking us to present something Before its actually done...
Out of context, fable 3 is played and finished...meh. Black Ops came out yesterday, woo, but the multi-player is laggy as hell...
Oh, the Scott pilgrim movie came out on DVD yesterday.. so yeah
we out.
Tuesday, November 2, 2010
Dev Blog #6 - NOVEMBER!
Yes, it is here, and it is going to be a long haul of hell to finish our game. I am of course talking about the last month and a bit of time we have left, it sucks i know, but were stuck with it.
Side notes:
Side notes:
- Finished Buisness of gaming assignment (woot)
- Got through midterm week (thank god)
- Got a new job
And on to the main topic: BUGS
In all the time I've had working as a programmer through my classes, wildmagic has had the most bugs. and some of them dont even have a reason to be there (vector bugs anyone?) Me and my game engine partner have run into the portion of our game where to move foreward, we have to get rid of some things, and fix some issues with code.
Another note, modeling is going great, only a rigged character and a vehicle left to make for our assignments in the class.
Umm...for now thats about it, yeah the other posts will be more extensive...
we out.
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