So it has been slow. The developers are on production working out the bugs (artists/animators were on pre-production), and adding steadily the audio. Honestly, audio sound I think takes the longest to manage successfully, as my Lerpz experience is any hint at that. We may have consecutively marching goblins in the scene with those foley noises. Anyways I was there in case the animation had any glitches for my characters that I animated. So far, so good for those characters. So all the art is done let's hope all screens are interactive. Below is Lisa's final title screen (happy the ground texture stayed in).
Mergener Edition
Wednesday, May 17, 2017
Wednesday, May 3, 2017
The Secret League of Designers has done it!
I believe Enzo finished textures for his knights. Now the designers, that secretive and quiet lot, have got the game controls and scripts together. They only have to sync the level changes together and that's it. :)
Wednesday, April 26, 2017
Slow day...
Mainly today was me doing model sheets for other classes, and being on stand-by if needed. The programmers are finishing wrapping the animation characters and "textures" on the Unity models. Hunter, one of the designers, had some work done but has food poisoning. He'll be bringing in his models in the next week, and apparently that will be that.
Thursday, April 20, 2017
Waiting Tensions and Stasis...
Much as the title suggests, most of the animators are in a stasis mode. Last week's Spring Break kept me on edge in the scenario that the group may message needed work, but nothing came of those worries. We have finished the animations and character model textures, so now we (the animators) basically bide time and check in with the designers and developers. They are quiet group that eat their PB&Js in the corner. If any glitches come up then we'll be called on to fix our individual characters. But so far it's been good. I added some free digital sound effects into our project folder. Hopefully, this encourages the rest of the group to add possible sound files that may be used in the game. I'm findin adding .mp3 sound files here not working properly, so you'll have to check the group folder. Personally, I'm a fan of the army war cry of "Leeroy Jenkins!" (though unlikely to be used).
Wednesday, April 5, 2017
Demo Day!
Today was slow for pre-production, but we did show the teacher our layout and game controls. It was the game designers day to shine! It all worked, so now just to leave it to them unless calibrations are needed on the goblin animations.
Wednesday, March 29, 2017
Death and Caffeine!
I so need CAFFEINE! So the designers are combining work now, and the animator group (my peeps) are finishing adding animations to be uses on codes for when the goblins are in standard walk, attack, and now DEATH scenes. So I opted on the basic disarm and dissolve scene for that. Audios may come later if we integrate over alright in Unity. I have below my king and queen in their deaths:
Tuesday, March 28, 2017
Going through the motions!
So basically our teacher chewed us out last week as we still are having difficulties syncing the animation to a programmable space in Unity. No one on our team has had any real experience with the program. Personally, Lerpz doesn't fully count as that was following outdated directions to an updated system. Also only a couple understand how the coding actually works. Ada Lovelace and Grace Hopper I am not when it domes to understanding activating codes. But we did come together and seperate tasks on animating our goblin enemies with their weapons in walk and attack cycles. Here are some sneak peeks of my King and Queen taking a stroll:
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