This week saw the end of another sprint. It was very short, so I didn't get a lot done. But now that spring break is here I'll get yo art out my levels and create more assets. As well as get a nice amour. Of rest. All of my assets are ready for engine, and I will have 50 assets on the repo. So the rating out process will be underway this weekend. To deal with the nuisance of spring break I'm staying in Vermont for any possible in person meeting, and I should be available most days to answer questions as well as take requests for assets. Like I said before it was a short spring so I don't have too much to talk about this week.
Have a safe and break readers.
Mike out
Friday, February 28, 2014
Friday, February 21, 2014
7 7 7 you're a winner
So I just left the Friday meeting with the guys, and we're just about ready for green mountain games. I was hoping that we would have more art in the games by now, but i'm not too worried. I'm more worried about the levels being fun for everyone. Over the past week I have fixed all of the assets I put on the repo as well as made some more assets for the mines. I'm finally in a position where I can start adding the assets into engine. which is gonna be sweet. Also i started mocking up some different menu layouts for a later time.
For tomorrow were gonna have 5 levels to show off, and a high score list for the day. We will all be taking shifts during the day so i'm excited to hear what the others will have to say about their shifts. Tomorrow should be a good day for VXT and the Midnight Tacos.
So this week i spent mostly on cleanup duty for assets. Which is good. Some of them needed it. By next week there should be art in game. That will be sweet. I will also be making more assets, and more menu layouts. The team all seems to like one idea of the character being the main part of the start menu that you control with the shield. Chris came up with the idea that based on what level you're playing the background of that level will appear around you when you select it. Which i think is awesome. Hopefully we can get that to work. Looks like i'll have another busy week.
-Mike out
For tomorrow were gonna have 5 levels to show off, and a high score list for the day. We will all be taking shifts during the day so i'm excited to hear what the others will have to say about their shifts. Tomorrow should be a good day for VXT and the Midnight Tacos.
So this week i spent mostly on cleanup duty for assets. Which is good. Some of them needed it. By next week there should be art in game. That will be sweet. I will also be making more assets, and more menu layouts. The team all seems to like one idea of the character being the main part of the start menu that you control with the shield. Chris came up with the idea that based on what level you're playing the background of that level will appear around you when you select it. Which i think is awesome. Hopefully we can get that to work. Looks like i'll have another busy week.
-Mike out
Friday, February 14, 2014
6-6-6 It's the Number of the Week
This week was fairly productive for the team overall. I finished up my preliminary U.I. Sketches, as well as started an actual photoshop document. I had a lot of time to get feedback with the designers i'm working with, as well as Chris. This being said i put up 20+ assets to the repo.
Working on the U.I. should be interesting with the comments from class to have them be on the character with some numbers on the sides. I think it could look cool either way, but i think that there is a lot i have to play around with. I should have the previously stated photoshop mock up finished, as well as character U.I. sketches.
I worked with Evan to create some base assets for the first mine level. I busted out a lot of assets in a short amount of time, but poly count is always an issue. I keep pushing the meshes as low as i can, and it is a bit more time consuming than expected. That means i am slightly behind where i want to be. As for assets I should have the base set for the second level done next week. Roughly another 20+ assets. Those would all be for the City level.
Heres my quick update for the week.
Mike V signing off.
Working on the U.I. should be interesting with the comments from class to have them be on the character with some numbers on the sides. I think it could look cool either way, but i think that there is a lot i have to play around with. I should have the previously stated photoshop mock up finished, as well as character U.I. sketches.
I worked with Evan to create some base assets for the first mine level. I busted out a lot of assets in a short amount of time, but poly count is always an issue. I keep pushing the meshes as low as i can, and it is a bit more time consuming than expected. That means i am slightly behind where i want to be. As for assets I should have the base set for the second level done next week. Roughly another 20+ assets. Those would all be for the City level.
Heres my quick update for the week.
Mike V signing off.
Friday, February 7, 2014
5 Weeks
Today marks the end of another week here at the midnight tacos. I am excited because i will finally be able to start real work and get out of the concept phase. We all feel we have been moving too slowly, and that we're not where we should be. Over the past week i have been working on GUI elements, and working with the designers to come up with assets for our levels. Just as a reminder I am the artist in charge of the City, and the Mines.
For the GUI we want it to have all of the necessary information for gameplay displayed, while keeping it simple and relevant to our art style. I have three designs currently, and i will have full concepts to show my team by the end of the weekend. I'm hoping the team then will be able to help decide on what we want in the game. Which we will then present on Wednesday.
Gilly came up with the idea of monorails and other such means of moving platforms that i am going to be getting started on shortly. I am going to challenge myself based on what my lead, Chris suggested. Keep all assets under 200 polys to force simplicity. Just to see if that works. This week as far as assets is concerned i completed two of the three buildings i wanted to design for the city, as well as some more work on the tacks for the mines.
It seems that things are starting to pick up quickly, and I really like that.
Thats all i've got for this week.
-Mike signing off
For the GUI we want it to have all of the necessary information for gameplay displayed, while keeping it simple and relevant to our art style. I have three designs currently, and i will have full concepts to show my team by the end of the weekend. I'm hoping the team then will be able to help decide on what we want in the game. Which we will then present on Wednesday.
Gilly came up with the idea of monorails and other such means of moving platforms that i am going to be getting started on shortly. I am going to challenge myself based on what my lead, Chris suggested. Keep all assets under 200 polys to force simplicity. Just to see if that works. This week as far as assets is concerned i completed two of the three buildings i wanted to design for the city, as well as some more work on the tacks for the mines.
It seems that things are starting to pick up quickly, and I really like that.
Thats all i've got for this week.
-Mike signing off
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