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

Monday, 17 October 2016

Supervision Form #5 - 17/10/16

Work Submitted:

Name Changed to Taking the Biscuit

Issues Discussed:

  • Everyone needs to monitor the project plan!
    • Discuss edits @ team meetings.
    • Update when necessary.

Student Action Before Next Meeting:


  • Jordan:
    • Rework Enemy to Chloe's style.
    • Start Sculpting Biscuit.
  • Chloe:
    • Biscuit Colour Design
    • Boss Character Design
  • Liam:
    • Prototyping Player Abilities
      • Slide Kick
      • Climbing
    • Prototyping Hazards
      • Pitfall
      • Water Traps
      • Jumping Tadpoles

Date of Next Meeting: 21/10/16

Friday, 14 October 2016

Supervision Form #4 - 14/10/16

Work Submitted:

Character & Environment Art Target (More character in target)

Trello Project Plan Set-up

Game White-box Test

Issues Discussed:

  • Scale Considerations for Character & Environment
  • With the curved nature of the levels, you will need to REALLY consider level design & flow.

  • Character Height = 84cm

Student Action Before Next Meeting:


Date of Next Meeting: 17/10/16

Thursday, 13 October 2016

EDIT: Old Movement System

Overall Bleprints

Move_Right

Begin_Play

Sub Blueprints

Camera Control (Collapsed)

Location &Rotation control funcion