Wednesday, May 17, 2017

5/10-5/17 Wonder dates combined!

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).

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:



Wednesday, March 22, 2017

Darn you, MATC Day and the Good Points...

So last week was basically a monthly conference day so class didn't happen. I need to know details.

On a good side note: we our narrowing down designs and the overall look of our Start Menu (done by Enzo) and the game map (done by BlitzKitten).



Wednesday, March 8, 2017

Top Shot Weapons!

This week the animators had to design the chosen weapons from above, and show how they would look in attack progression. I went with my referenced claymore for the King Goblin. Others are handling the other weaponry action. Here's a peek at the line art:

Wednesday, March 1, 2017

Sickness and New Angles!

Well for our game design project we rehashed some weaponry and put up demo animation, but now it looks like we may need to change the angle to the top view. I seems a fortress game in Unity would be preferable if we create a road or maze work to follow, thus changing to a top head view. Anthony (handling the chosen character designs) and several others are sick, so we may need to just prep environments and wait to hear back from them. Can't really progress without those images on hand (attach them already Anthony to Google+). Here's hoping they check up on the chat forums. Below is some added new goodies the group did for environment and animation demo layouts:

Wednesday, February 22, 2017

Characters and Castle Layout

Okay, so the goblins have been selected. The group went with more focused on cleaner, chibi forms versus my RPG character types. My selected curved claymore sword and makeshift spear may pop up in the final designs. It looks like the environmental layout will be further explored for next week. Some of my current concept work shown here:




Goblins!

So to clarify from last week (02/15/2017) we were separated into two class groups to develop a basic game in around 6 week's time. Peachy. I'm part of pre-production and concept art work where my strengths are at their best (vs. coding work). It took a while but we narrowed it down to a fortress game involving knights and goblins. There will be more to come shortly as we develop the goblin, knight, and fortress castle designs.

Wednesday, February 8, 2017

Unity! Why?!

So apparently we had to finish our assignment majority today (sorry Storyboard class work). I went through adding the collectibles. Then came audio, which still sound like the acoustics are clashing a bit too much. Hopefully it all comes together in coding, though I wouldn't know words are all Greek to me (more visual person vs. wording). Not even sure if my files transferred over alright. Here's some of the script in play:

Wednesday, February 1, 2017

Week three! I'm working on to the coding portion. It's the little tweaks that make or break it apparently for Unity programs. Right now, I paused work at the "Game Over" portion.


Wednesday, January 25, 2017

Boom! Respawn Points now up! Though in game mode, the Lerpz character still needs to be able to respawn to these points. The coding is likely to come for that later.

Updates:
 I got up to the jet-packs placement last week. I'm uncertain where I'll end up today, but at least the Lerpz character has some jet firepower (Pink firepower!).

Wednesday, January 18, 2017

Yeah CSG 115!

Hello!

I keep hearing Mrs. Doubtfire's voice when I write that. Basically this is an introductory blog post.


This created blog is done with the focus of it being the ongoing project updates on CSG 115, and likely some other ongoing projects.  Fingers crossed that I'm not lazy. If you can't see the side bio here is the surmised form:
"I'm a thrift shop clerk by day and a freelance artist by night. I'm also an avid bookwyrm (not a 'worm' I prefer the old school dragon spelling), television, movie, and tea aficionado.

My art gallery: http://lyn-kat.deviantart.com/
My art in progress: http://lyn-kat.tumblr.com/  "

Now I must read some textbook chapters. More on my personal canvas later...