Friday, November 19, 2010

Dev blog post #8 - One hell of a week

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.

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.

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:

  • 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.

Sunday, October 24, 2010

Dev Blog #5 - Decisions Decisions

Well the past week was an interesting one, leaving a large percentage of my classmates with decisions to make. To mid term or not to midterm was the question...or more the trial. We were tasked with finishing 20 exp of homework assignments before the midterm date, if you didn't finish them, you don't get to do the mid term.

I made my attempts, many of them, coming to a close with one medium question completely finished but unfortunately was unable to submit it. and 3 other medium questions in development. The one i have finished was  to create a wall in Maya and use wild-magic and havoc to fire projectile spheres towards it to bring it down.

My in development pieces are as follows, a menu system, shader effects, and the ability to allow the user to see inside other objects. Hopefully (and this is kind of a has to be done or I'm screwed thing) I will be done these other parts by the final. (oh BTW, i can only submit 2 of the medium questions, i just need to get the menu/effect things done for the game Dev project)

Moving right along, by the end of the week (Friday at approx. 11:59 pm) we each individually need to finish and submit our pitch documents for our business of gaming class. Another modeling assignment shall be handed in (as its already done) by Wednesday and we shall begin rigging our model for our next assignment.

November shall be long and difficult, but in the end we shall triumph.

we out.

Monday, October 4, 2010

Dev Blog Post #4 - A new week

OK, the past week dragged on forever but its finally over, and so is September (wake me up when September ends) October has reared its ugly head and now we have one assignment worth 30% of our business of gaming mark due at the end of the month.

The business assignment is a group of small assignments grouped together to create a pitch for our GDW.
One side note though, its individual work, most of ours will be the same. Its about 30-40 pages of information going into detail about our game and it has to be done.

On our previous month, Our assignments are finished (hooray) Everyone has finished the low poly versions of their characters for modeling class, and both our project management and GDW project overviews are finished and handed in.

Ahh yes, sometime soon we have a break (little one) through the week of thanksgiving, it shall be interesting, as we are not used to having a break 1st semester, and it will happen directly before midterms. (this is not confirmed, we have the monday off and we have one of our tuesday classes off, but i dont know about the rest)

Anyways I'm going to go back to getting through project management.

We out.

Wednesday, September 29, 2010

Dev blog post #3

Well its been a while, thought id update you on the progress. I have a group (or team) calling ourselves Spo Productions, and we have the basic understanding of what our game will be as of last night. Generally its a kart racing game, mixing the ideas of rainbow road and f-zero, R-Zero will add a power bar that players will allocate power to either speed or weapons. this power bar being altered by parts of the road (speed up and slow down zones) All of this in a space themed Chopper race.




This revenat vehicle, will be one of the concept ideas i will use to create my chopper, of course mine will have wheels, i just like the way bungie designed this vehicle.

Anyways, our character models are moving along, and we are moving into learning how to use wildmagic.

we out.

Thursday, September 23, 2010

Dev Blog Post #2 : Hooray for progress!

Well its been a few days now, since starting up our project. We now have a 4 person team, and have begun working on our character models and game design. As of yet I personally can only account for myself, from installing and getting wild-magic to work to finishing my low poly character design minus the head and hands.

As we develop our game and I am given more info i will update you further


we out.