Skip to main content

Entry 12

Fall Week 11 Worklog

11/6/2024

Not really a whole lot to say about today's work session, mostly just chipped away more at the Press 'N Hold stage model and started UV unwrapping. In total I worked for about 4 or so hours, a bit shorter than the other class work sessions but that's because we had an event that took away an hour from class.

I'm hoping to finish Press 'N Hold's entire stage layout next work session and either get more into UV unwrapping or finish up the subway's model... probably the latter since that due date's coming up.


Excuse the pixelization, it's only because these models are huge coming in from Unity and maya does not like that.

11/12/2024

...And I didn't do anything else this week! It was a bit of a rough week for me unfortunately, so this is all I got for week 11.


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 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....

Entry 3

Fall Week 2 Worklog: Game Mechanics and Levels (Take 1) 9/8/2024 - by next week I am going to be taking a hacksaw to like half of these ideas I figured I should actually, y'know, write out what the gameplay mechanics and such are for this thing instead of just spinning them around in my head at maximum velocity. yapping below the read more if you're interested General Gameplay Mechanics Basic 3D environment movement, jumping, and a dash. Player HP - Sliding health bar? 100 HP? The camera will be 3rd person, controlled by mouse movement. In SOME areas it'll be locked to one perspective (like the hub area) Maybe I'll have the player be able to zoom in and out via the scroll wheel The basic gameplay loop is as follows: Player starts out on the subway The subway stops, player exits Player enters a random level, subway leaves Player explores the level and finds the subway car door once again Player enters the subway, loop During the intermissions in between the levels, the p...