Skip to main content

Entry 17

Spring Week 1 Worklog

1/22/25

First Thesis studio class of the semester! I worked for 5 hours today and wrapped up modeling out the basic platforming models in cloudskipper and UV unwrapped them :D

It looks like a lot, but I've tried to unwrap and map the UVs in a way that would allow me to reuse the textures of each modular piece for the most part, so hopefully I won't have to make as many unique textures when I get there.

I'm gonna hold off on texturing for the time being as there is still some structural modeling I need to do for this level, so that comes first. Thankfully my schedule opened wayyy up since I was able to move some credits around and get out of a class that would've bogged me down a lot so I can give this more attention compared to fall semester and am feeling a bit more confident in being able to handle the workload, hooray!

1/24/25

No 3D work today since I spent a couple hours working in maya already for another class earlier, but I did wanna try and get some thesis work done today so I spent about 2 hours roughing out some ideas for a small logo rework.

One of the critiques I got about it last semester when we were going over our work was that the R in "dreamer", the Doclet, didn't read as an R super well which I do agree with so I'm attempting to make that a bit more clear in these revisions.

I'm getting close but something still feels off. I guess I'll sleep on it for now. 

Oh, on a similar "branding" related note, earlier this month I worked on coming up with ideas for little business cards for the showcase I forgot to share. They're just some quick thumbnails I did while sketching in my freetime, but I figured I should note them nonetheless. I'm unsure if I'll fully finish these for the show and they're not exactly a huge priority compared to well. yknow. the game, but yeah.

1/28/25

3 hours of work today and I've begun modeling out the bigger structures in Cloudskipper. I didn't get as far as I had hoped this week (I was hoping to be UVing everything by now) and only have most of the main entry done. I wound up redoing what I had done in maya and I feel like this model is a lot cleaner. I still have to demolish a bit of the building but I'll get there

The other reason this is taking me awhile is because I wound up making modular pieces for the arched doorways/walls, which sounds like a waste of time but I think this'll save me some time when I move onto the remaining structures since I just need to put the pieces together. Also it helps with keeping my scaling in check.



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...