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Saturday, December 26, 2009

ChrisT. Weary Blog 5

         Some lessons I would really like to know would be is how to affect the player. What I mean is

that I want to be able to make the player sprint when I hold down a button or something like that.

Also gravity stuff really peaks my interest. 

As of now i am resting due to my birthday being today. And i will truely start working on tuesday.

Friday, December 25, 2009

Jordon's Post #5

At this point our group has just turned in our design doc and gave a presentation about our concept. I feel that we did a good job of clearing up any questions regarding our concept. At this point we are starting to create the textures and models for our level. Our goals haven't changed yet, but when we get our grade for the design doc we will have to tweak it a bit I'm sure.
The major problem that sprang up this week was that we had to hustle to get our presentation ready for Tuesday. It came down to the wire, but I pretty sure we put on a good show. Chris and Lionell were able to scan in all of their drawings and I was able to get everything printed out. The binder looked great in my opinion.
We are defiantly getting better at bouncing ideas off of each other. We usually get things decided within a couple of minutes instead of a half hour. We just need to start plugging away at our asset creation. That will be the deciding factor in our final grade. I already have some ice textures and rock models completed. I am working on cliff ledges and ice stalagmites at this point.
I think that we are doing a great job at this juncture. Now is the important moment where we must take our work from concept to tangible assets. Chris and Lionell have proven themselves to be great concept artist and I have shown that I am good at getting our ideas written out. Now we must see just how good we are at using the skills that we have gained in Photoshop and 3DS Max.
My job is to model the cliff ledges, rocks, stalagmites, bones, and treasure chests. I also am responsible for the textures for the ice, treasure chests, and bones. Chris is mostly responsible for working on the texture for the rocks, plants, and transporters. He will also have to model the sword and healing plant for our level. Chris and I will work on digging out the level in Unreal while Lionell will do a little more modeling than us. Lionell is responsible for modeling the plants, enemy placeholders, cave walls, and transporters. He will also be texturing some of the plants with Chris.
I think that this class has answered most of my questions so far. I also think that referencing the Unreal book will help us a lot. If there is one thing that the instructor could demonstrate to us to give us a little more help I would say that she should show us how to create a level that uses both indoor and outdoor areas effectively.

Tuesday, December 22, 2009

Lionell.Fisher Blog 5

o What stages of the (project) am I on and how is it progressing? How or what could I improve?

The stage now is to create my list of assets given to me by the team. create the Vines, the cave walls, and some other things that I will give you.

o Did I change my (project) milestone goals? If so, why?

The goals are all still the same. At least for me.

o How did I deal with the problems that came up?

With the help of Jordon and Chris, any problem that I've come to they helped me out.
(motivation, and keep me on track)

o What is working and what is not working in the planning and implementation of the (project)?

For Now nothing is working, because I havent started my workload yet

o Briefly describe your time spent and any problems (within the team, with a computer, etc)

My time spent was creating concept art for the character, enemies, and weapons.

o Evaluate the (project) as a whole including team members, if applicable

I can't say anything right now, because we just started to create the assests for the game. So I hope everything goes alright for my team and me.

Friday, December 18, 2009

Blog Entry 4 ChrisT. Weary

 At this point I am working on more concept art as well as some assets for the level. This precess is kind of difficult due to me not being use to drawing scenery. But the other stuff i am doing is going well for the most part.

How it could be improved. 

I still need to speed up in my draw while letting loose with the ideas.

Thursday, December 17, 2009

Lionell's Blog 4

The stage I'm working on is modeling the assets. No milestones where changed. will not dramatically. Jordan told me not to slack so I won't . Every thing is working fine. Most of my time spent was on the assets. The team is doing better than ever, we have all the pieces to the puzzle all we have to do is put them to gather.

Great Work!

Great work fellas! Let's keep it up! This design doc is really important, and I know break is coming up. We can't let up yet. Let's go for broke!

Jordon's Post #4

At this point our group is beginning to work on our design document for our level. We have the maps and flowcharts done as well as the asset list. I am confident that we are moving in the right direction although the road is rough. I think that if I had to improve my efforts in one way I would start to model and texture more so that we will be prepared in case something goes wrong later on.
Our project goals have changed slightly since last week. we all decided to get a little more ambitious with our level and actually model all of the cave walls in order to give them a rock feel. We also decided that we are going to at least place enemy placeholders in the level to show where combat would take place. I think that this would be a great idea, although I did stress to the group how important it was to get the basics done and solid.
One problem that did come up was our asset list. The group had a small amount of trouble deciding what was worth putting on the list as well as what was the highest priority. we solved this problem by organizing our stuff into things the level absolutely needs and "Jello" stuff. In the end we came up with a pretty good list.
Our group had no problems handing out rolls because we have already completed some of the models and textures. We all compromised and came up with what projects best fit our talents. For instance, Chris is really good with the Wacom tablet so we agreed that he should do the difficult textures. I am assigned to mostly model with some textures on the side.
Our group is working great together as usual. One advantage that we have is that we are all cool with each other outside of this class therefore it is easy for us to compromise with each other. I think that they trust me to do my best work and i trust them to do the same.
we are coming up on the meat of the class, where we move beyond just concept and into creating the level. before we get into that we are going to have to give this design doc all we've got!
 
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