Skip to main content

Entry 10

 Fall Week 9 Worklog

So this workweek (10/23/2024 - 10/29/2024) was a bit slow as I gave myself some free time for Halloween stuff, BUT I still did some work because I can't help myself. I didn't take note of what I did on the specific days so I'll just summarize.

For starters, in engine I've continued to chip away at Cloudskipper's mechanics. I'm getting closer to cracking the problem I'm having with Doc not following the spinning platform's transform. In the meantime, considering I'm running into issues with this stage I've decided to alter my schedule a bit to stay on track with the other stages. I've decided to switch around the model refinement due dates for the subway and press 'n hold since they're more environment heavy and most of the things I need to model for those stages aren't going to be heavily involved with the code like how the cloudskipper platforms are. 

That was a yap TLDR; I swapped some due dates around as I want to make sure the code for my platform interactions are working before I go to refine them, also I don't think modeling the modular pieces for Cloudskipper will take very long since they're rather rudimentary in nature.

The other thing I decided to work on this week is logo design! Awhile back I sketched out some rough ideas for what this could possibly look like, and I finally decided to "sketch" it out in clip studio.


I still gotta vectorize it in illustrator, but that'll be another day as again this week was sort of a "break" week for me to focus in on Halloween activities! fun!

Comments

Popular posts from this blog

Entry 6

  Fall Week 5 Worklog 9/29/2024 Finally getting my grubby little hands into the game engine. My goal for this week was to get a basic player controller and camera working while. Ultimately I decided that it'd be neat to have the player character flip like they do in paper mario as opposed to having the characters just billboard depending on camera view. Ironically I feel with the billboarding effect I was initially wanting to go for it'd be hard to get a sense of depth/position. Doc's actual sprite animations aren't done, so for now I just have a placeholder Doclet. While the flipping mechanic worked, I noticed the walk animation activating upon landing as well as my movements being a bit floaty feeling with this first go at things so I needed to play around and research more, but hey it was a start at least. 10/2/2024 So this week was basically mostly dedicated to getting the player movement controller refined. Did I succeed by my internal due date? No not at all I got...

Entry 5

Fall Week 4 Worklog: Visdev 9/28/2024 Not a whole lot to talk about, mostly just been putting together my pitch presentation and finalizing the production schedule. Aside from that I've been chipping away at some visdev stuff as I've worked on that, have a look! Concept art for Press 'N Hold! …This thing took a stupid amount of time because I thought "oh if I just do it in my painting style this'll be quick". I was wrong <3 This is why we thumbnail!! A thing I love forgetting to do for whatever reason, you'd think I'd learn by now.   // Inital sketch and WIP. Spot the differences lol Cloudskipper Oh god this one , heeeey so remember that Chase level concept? Well itsssss this now! I decided to shift gears and focus on making it a short platforming level. Admittedly I am still on the fence about this level's aesthetic. Originally I was leaning towards some sort of dark factory/facility where you'd have to evade a monster that's constantly...

Entry 11

  Fall Week 10 Worklog 10/30/2024 - Into Maya I decided to get into Maya during the class work period today and start modeling out the subway properly. Of course this means it's time to refresh myself on using Maya and also getting my models in and out of Unity, as I did my greyboxes in engine. Thankfully! Exporting out of Unity is a pretty straightforward process. All I had to do was install the FBX exporter package, select my game objects, and then export them as an FBX. From there I imported the subway greybox into maya and started refining. It was a bit slow at the beginning having to readjust to maya's controls but I got back into the groove soon enough. I spent all class (5ish hours) in maya, modeling and uv unwrapping. It's just about there but there's some final touches I want to add next work session. I'm expecting that refining my other greyboxes HOPEFULLY won't take as long since I now remember how to navigate maya, but for today I think I'm done....