Monday, 5 December 2016

Presentation Date

On the 15th of December we will be presenting at 12:00. This is subject to change though

Monday, 28 November 2016

Ben L - Individual Gantt Chart

This is initial Gantt Chart for Ben L.
This is the most recent updated Gantt Chart to show where tasks have moved

Sunday, 13 November 2016

Engine Progress Update:






Assets imported:
Fence
canyon walls 3-4
tall rock
UFO
Valley floor tileable texture

Tasks completed:
End game scenario
Pause
UI
Points
Destroy able objects
Maze completed
Spinning player ring
World timer

Next:
More asset importing
Lighting
Playtesting


Monday, 7 November 2016

Player Model Complete

This is the final model for the player ready to be textured. It is made of 2 separate meshes so the ring can rotate around the main base.

Engine Progress Update:
Maze Whitebox updated.
Ship mesh imported.
Movement and shooting tweaked.

Sunday, 30 October 2016



Engine Update:
-Crashing working
-Speedup/down polished
-Particle effects added
-Basic level layout completed
-Lighting Started
-Projectiles Started





Monday, 24 October 2016

Engine Progress:

Camera and Speed Updated.


Left Trigger=Slowdown Camera Zoom In
Right Trigger=SpeedUp Camera Zoom Out

Update: Assets Imported Level started.

Sunday, 23 October 2016

Concept Design - Orthographic

These designs are orthographic for the concepts for the modelers.





Concept Designs - Basic

These are the starting basic concepts for the project, which will be showed and discussed with the group as to aspects to keep or take away for the final designs









Canyon Walls and entrance


These are the basic looks of the canyon wall that will be used to create the outline of the twin stick shooter level as well as an entrance that the player will have to go through in order to get to the next area.








To start with I created a two sided wall that would be the basis of the canyon wall that was 4:5:2.5 (Height, Width, Depth).  Once I got the general look of the model I then widened the front of the model as the help with placing them next to each other.  After doing that the next step was to seperate both walls and then save them as two different walls.  These are the first pair of Canyon Walls and will do multiple sets as to have variation in the long lines of walls that will surround the level.




Next up I created the Canyon Entrance that would allow the player to go into different areas.  The size of this model is 4:6.5:3 (Height, Width, Depth).  To start with I brought out the area surrounding the 'door' and then deleted the door because the player would not be seeing it thus making the door interior useless.  This model is still needs some adjustments.

Wednesday, 19 October 2016

Engine Gantt

Personal Gantt based off the main team gantt.

Risk Assessment

This is a risk assessment created for the group. Follow the prevention to prevent the risk from happening but if the risk should ever occur then just use the solutions


Engine Update

Quick Engine Update.





Early textureless white box added with color, camera filter added. Perspective adjusted scaling measured.

White box layout continued to plan.



 Updated Level Whitebox and playability, speed up and speed down function added, level changed to make the most out of limited assets.

Monday, 17 October 2016

First Gantt Chart


Project Proposal

Simple Ariel Flying Game (URE4)

Target:
One Non-Organic Flying vehicle in a game engine that can shoot, crash, change speed as well as a target/collectable to interact with, and a basic themed environment prototype with 4-10 complete assets.

Roles:
(6hrs=1 week approx. Dependant on person, est. 8 weeks )

Artist- Asset Designs/Concepts, Textures
Designs- week 1,2 (with modeller)
Concepts- week 1,2
Texturing- Dependable on Modeller (weeks 3-6)

Modeller- Modelling vehicle, Modelling environment Assets
Level layout design- week 1,2 (with artist)
Modelling-Week 3-6
(includes, exporting, UV unwrapping)
If two modellers up potential amount of assets and divide work early.

Engine- Functionality, Level layout
Prototype mechanics- week 1,2,3
Asset importing and layout- week 4,5,6
Polish and functionality- week 1-6

(Audio- Music loop, SFX)
Gathering samples- week 1,2
Composing/editing- week 4-6

All:
Risk Assessment, Quality Criteria, Gantt Chart, Group Meetings, GDD Onepager
Weeks 7-8: buffer in case of delay, report and presentation preparation.

Resources:
Software: Maya, Unreal Engine 4, sound editing programme, substance painter, Photoshop, z-brush, windows,
Research: Books, internet, audio sampling equipment,
Hardware: Computer (all parts), drawing equipment (concept/design), Wacom (Texturing/ digital art), recording apparatus (SFX),
Other: Free meeting area for team meetings

Needed:
-1 player vehicle
-4-10 completed assets, 8-15 if two modellers
-Music and SFX if audio personnel present
-Engine functionality of shooting, crashing, speed change and movement
-Assets imported into Engine
-1 intractable object, in designed environment
-Assets must resemble concept and designs

03-10-16 Joel Gary potential project proposal, can potentially use oculus on discussion.



Skills:
Joel- Modelling, Engine, design theory, level design
Ben (Beard) – Engine, Rigging, basic modelling, basic concept, level design
Ben  (Glasses) – Modelling, Basic Concepts, Texturing
Brad – modelling, level design, concept, basic engine

Theming:
Space arena, with roman themes and stylising.
Spherical shape arena
Colourising, perhaps texturing depending with time

Roles:

Name of member
Main Role
Sub Role
Joel
Engine
Modeller (Vehicle)
Ben (Beard)
Modeller
Engine
Ben (Glasses)
Design Artist / Texture
Modeller
Brad
Modeller
Design Artist