Monday, 28 November 2016

Supervision Form #15 - 28/11/16

Work Submitted:

  • Jordan
    • Tree
      •  Concept
      • Model
      • UV
    • Sand Castle
      • Concept
      • Model
      • UV
    • Treehouse
      • Concept
  • Chloe
    • Damage Animation
    • Melee Animation
  • Liam
    • Level Whitebox
    • Start of Wolford AI

Issues Discussed:

  • Chloe
    • Rotate the shoulders to achieve a farther reach in the melee animation.
  • Jordan
    • Sandcastle, some polys are unnecessary. 

    Student Action Before Next Meeting:

    • Chloe
      • Continue Melee Animation
      • Climbing Animation
      • Death Animation
    • Liam
      • Wolford AI
        • Horizontal Attack
        • Vertical Attack
        • Health System
    • Jordan
      • Finish Treehouse
      • Concept Model & UV:
        • Trampoline
        • Apple

    Date of Next Meeting: 02/12/16

    Monday, 21 November 2016

    Supervision Form #14 - 21/11/16

    Work Submitted:

    • Jordan
      • Was too drunk to do anything.
    • Chloe
      • Looked at animations.
    • Liam
      • Level Whitebox

    Issues Discussed:

    • RECORD YOUR WORK JORDAN!!!
      • AND LIAM

    Student Action Before Next Meeting:


    • Chloe
      • Damage Animation
      • Melee Animation
    • Liam
      • Finish Whitebox
      • Start Wolford AI
    • Jordan
      • Concept & Build 3 Assets For Level, & UVs.

    Date of Next Meeting: 28/11/16

    Friday, 18 November 2016

    Supervision Form #13 - 18/11/16

    Work Submitted:

    • Jordan
      • Roy High-Poly Sculpt
      • Retopoed Model
    • Chloe
      • Jump Animation
      • Fall Animation
      • Land Animation
    • Liam
      • Wolford's Skin
      • Thorns Damage & Bounce Mechanics
      • Falling Objects

    Issues Discussed:

    • On the landing animation the knees clip through themselves, try & tweak them to avoid this.
    • Recording the work for the featurette.

    Student Action Before Next Meeting:


    Date of Next Meeting: 21/11/16

    Monday, 14 November 2016

    Roy Sculpt V1


    Supervision Form #12 - 14/11/16

    Work Submitted:

    • Jordan
      • Re-Packed UV

    Issues Discussed:

    • Unfold & Layout tools in Maya LT 2017 need some work around.

    Student Action Before Next Meeting:

    • Liam
      • Wolford Skin
      • Thorns Mechanic
      • Falling Objects Mechanic
    • Jordan
      • Starting Roy Sculpt
      • High Poly Finished
      • Start Roy Retopo
    • Chloe
      • Jump Animation
      • Fall Animation
      • Land Animation

    Date of Next Meeting: 18/11/16

    Friday, 4 November 2016

    Supervision Form #10 - 04/11/16

    Work Submitted:

    • Liam
      • Bouncing Platforms
      • Collapsing Platforms
      • Biscuit Skinned
    • Jordan
      • Biscuit Retopo - 6000 Tris (Tweak UV map to be more concise) (The tail should be on the same map as the body)
      • Wolford High-Poly Sculpt - 70% (Added the Mouth)
    • Chloe
      • Biscuit Idle (Right foot slides a little - try and lock it down)
      • Run Start (Needs the forward lean - think weight!)

    Issues Discussed:

    • Use Label Joints!

    Student Action Before Next Meeting:

    • Liam
      • Transfer Skin Weight
      • Wolford Joints
      • Wolford Rig
      • Wolford Proxy
    • Jordan
      • Finish Wolford High-Poly
      • Start Wolford Retopo
    • Chloe
      • Act out the animation
      • Run animation

    Date of Next Meeting: 11/11/16

    Monday, 31 October 2016

    Supervision Form #9 - 31/10/16

    Work Submitted:


    Issues Discussed:


    • Film yourself acting out the animation, it is a vital reference resource.
    • Running on a treadmill is different to running in the real world.

    Student Action Before Next Meeting:

    • Liam
      • Skinning Low-Poly Biscuit.
      • Implement Bouncing Platforms.
      • Implement Collapsing Platforms.
    • Jordan
      • Finish Biscuit Retopo.
      • Finish Biscuit UV Unwrap.
      • Start Wolford High Poly Sculpt.
    • Chloe
      • (With Proxy Rig)
        • Idle Animation
        • Run Animation

    Date of Next Meeting: 4/11/16

    Biscuit Retopo Update 1.0




    Friday, 28 October 2016

    Supervision Form #8 - 28/10/16

    Work Submitted:

    • Liam
      • Checkpoint System
      • Basic AI Movement (Back & Forward Along Spline)
    • Jordan
      • High poly Biscuit sculpt completed
      • Retopo at 60%
    • Chloe
      • Boss Design
      • Orthographics

    Issues Discussed:

    Tweaking the boss character's proportions. (Wedge shape torso?)

    Student Action Before Next Meeting:

    • Chloe
      • Tweak Boss Character Proportions

    Date of Next Meeting: 31/10/16

    Basic Enemy "Roy" AI

    Behavior Tree:


    Initialize Service: 

    Activate:

    Tick:

    Move Task:


    Attack Task:


    AI Controller:



    AI Character:

    Construction Script


    Begin Play



    Tick


    Movement

    Overall:


    Collapsed Graphs:

    Face Forward

     Calculate Speed

    Calculate Location & Rotation

    Attack


    Damage System



    Enemy-Roy




    Biscuit Retopo




    Biscuit Zbrush Sculpt


    Thursday, 27 October 2016

    Biscuit concepts

    Here's the original concept for Biscuit's design, made to showcase to the team what kind of character we were looking for, using art styles such as those in Star Fox for reference.
     
    Once it was clear we would be working with a bipedal cat character, the design process changed to experimentation with a number of different cat breeds in an attempt to push what we could do with the design, as well as what kind of character we wanted for our protagonist. From there the team could find an aesthetic for Biscuit's future designs to follow.
    From producing drawings like these, the team decided that Biscuit would be a cat like the tabby in the top right drawing, as the cuteness of the design would be more appealing to our target audience. Experimentation with proportions began, as the original drawing for the character wasn't polished enough in that regard.

    A more final concept for Biscuit's design was created.
    However, it was at this point that the game idea changed completely, requiring the team to revisit the style of the game and redesign Biscuit to match. The resulting drawings varied between more humanised cats and more cartoony characters, befitting titles such as Sonic the Hedgehog.
     
    The team decided that the cartoonier style would be more appropriate. After tweaking Biscuit's proportions to make her shorter, the team decided that this would be final design to colour, also deciding on her height so that the rest of the game could be scaled with it in mind.
    A mock-up of a colour reference was created, using oranges and blues for contrast. Orange was used as it seemed a more colourful choice than the greys of Biscuit's older design, matching the colourful cartoon environment the game would now take place in.
    With some small tweaks, reference material for Biscuit's final design was made.










    Monday, 24 October 2016

    Supervision Form #7 - 24/10/16

    Work Submitted:

    • Jordan:
      • Dog enemy back on target, might want to make him a little bit more aggressive.

    Issues Discussed:


    Student Action Before Next Meeting:

    • Liam:
      • Check-point System
      • Basic AI movement
    • Jordan:
      • Finish Biscuit Sculpt
      • Start Retopo
    • Chloe:
      • Boss Final Design
      • Boss Orthographic Reference

    Date of Next Meeting: 28/10/16

    Friday, 21 October 2016

    Supervision Form #6 - 21/10/16

    Work Submitted:


    • Jordan:
      • Started Sculpting Biscuit
    • Chloe:
      • Biscuit Colour Design
      • Initial Boss Designs
    • Liam:
      • Climbing Ability
      • Slide Kick Ability
      • Pitfall Hazard
      • Jumping Tadpole Hazard
      • Water Trap Hazard
      • Various Bug Fixes

    Issues Discussed:

    • Staying On Target

    Student Action Before Next Meeting:


    • Jordan:
      • Rework enemy to Chloe's style

    Date of Next Meeting: 24/10/16

    Biscuit Sculpt




    Climb Ability Blueprint


    Thursday, 20 October 2016

    New Movement Blueprints

    Overall Blueprint

    Sub Blueprints (Collapsed nodes)

    Set_Facing_Right


    Set_Camera_Rotation

    Calculate_Movement_Speed

    Calculate_Location_Rotation