Javier Figueroa PPJ 8

Completed:

  • Created a bolt particle for lightning tower (3 hours)
  • Created dust particles for when towers are placed (2 hours)
  • Updated fire particle effect (2 hours)
  • Updated speed and heal particle effects (1 hour)
  • Meeting/playtesting (2 hours)
  • Total: 10 hours

I ended up spending my time on particles this week. The lighting effect didn’t take long since I spent some time last week trying to make it. The remaining ones were simply edits. Most of the time spent on them was just me seeing if I could do anything to make them look better.

What went well:

  • I felt satisfied with how the particles came out and how they look in game.

What went poorly:

  • There was a miscommunication with how the lightning was supposed to look. I wasted an hour going for a different look.

Upcoming:

  • I will probably be trying to pick up and miscellaneous work that needs to be done regarding art/particles.

Javier PPJ7

Completed:

  • Temple edits were made (1 hour)
  • Particle effects for Set and Sekhmet are done (7 hours)
  • Meetings (2 hours)
  • Total (11 hours)

Although I did have plans to work on Rewired this week, in the end that was unnecessary. It turns out that I had done enough with Rewired the previous week so the other coders did not need my help. With my big job gone, I decided to take a crack at particle effects.

What Went Well:

  • I think the particle effects came out rather nicely (the two that I finished anyway.)
  • I found some tutorials for particle effects that really helped.

What went Poorly:

  • I had to learn how to use particle effects which took more time than I thought. I also found that getting the look that I actually wanted in the particles was far more annoying than I had hoped.
  • The Lightning bolt effect is proving to be a challenge.

Upcoming:

  • Finish lightning bolt particle effect
  • Do anny other miscellaneous work.

Javier Figueroa PPJ 6

Completed:

  • Rewired is implemented though not merged. (3 hrs)
  • Temple has been constructed (6 hrs)
  • Meetings (2hrs)
  • Total (11 hrs)

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For Rewired we just wanted to get it working on a branch. After replacing numerous references in code, it did eventually work. We did not merge it, however, because we did not want to risk breaking the game when we needed playtesters. The temple is based of the temple of Esna in Egypt. The columns go down to the ground without merging with the walls, but that design might be slightly altered to avoid it looking like clipping. Also Maya crashes are really fun, especially when you forget to save after an hour of work.

What went Well:

  • Implementing Rewired mainly consisted of replacing variables in code.
  • No issues when modeling or texturing.

What went Poorly:

  • It didn’t feel like I got enough done this week.

Upcoming:

  • Fix a few things on the temple
  • Fully implement Rewired

Javier Figueroa PPJ5

Completed Tasks:

  • The Catapult was textured (5 hrs)
  • The Keep was textured (4 hrs)
  • Meeting (3 hrs)
  • Total (12 hrs)

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What went well:

The texturing was an overall simple process. It was generally easy to get the desired look on both objects.

What went poorly:

The reason it took as long as it did to texture both was because of how poorly I made the UV’s and because I added more parts to both the catapult and keep. The fact that I altered the model mid-texturing made the process I had to go through complicated. It essentially involved two substance painter files and a lot of exporting, plus some UV change.

Upcoming:

I’m gonna get to work on the temple (probably with the help of Meagan). There are also some more small details that I want to add to the catapult and Keep. In my spare time I plan on making rewired work in the game.

Javier Figueroa PPJ4

Completed Tasks:

  • Learned the basics of Substance Painter (1 hour)
  • modeled catapult (4 hours)
  • Updated Textures on the obelisk in Substance Painter (2 hours)
  • Created a basic texture for the Keep (2.5 hours)
  • Meetings (3 hours)

Total: 12.5 hours

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I didn’t do nearly as much as I wanted to this week but I am glad that I have at least learned how to use Substance Painter which is proving to be far more convenient than mudbox. the first four images are of the Keep and its ID and normal map. I do not have a picture of the obelisk to show so I just put in the image of its own ID map. The last image is of the catapult I modeled but have not textured yet. Modeling that proved far more troublesome than I thought; I tried to find some way to add an Egyptian element to it and in the end I had to settle for the wheels. The style of the wheels were made to mimic images of their chariots, but those wheel were far skinnier. In order to avoid making it look like it was being held up by tooth picks I made them thicker. As to the lack of maps, we decided to stick with what we have for right now.

What went well:

I managed to complete at least half of what I set out to do. I am especially glad to have learned Substance Painter which will prove a valuable asset.

What went Poorly:

I only completed at least half of what I wanted to do. Midterms got in the way of my time unfortunately again. I also would have liked to help Meagan out more with the UI. Github was giving problems this week so I wasn’t able to add rewired to the Unity scene. I also need to communicate a bit more with the team.

Upcoming

I would like to finish texturing my models and maybe update the map. I would like to also give rewired over to the CS team if I can get Github working.

 

Javier Figueroa PPJ3

Completed Tasks

  • Created more map variants (2 hrs)
  • Began modeling assets (5 hrs)
  • Meetings (6 hrs)

    I have been just drawing up maps at this point since we are not too sure how we want it too look. The new maps tend to feature the Nile delta in Lower Egypt and a canyon path in Upper Egypt.

What went well:

  • Modeling the assets did not take terribly long thanks to their overall simplicity

Even though I started modeling towards the end of this past week, I still managed to make some satisfactory models to start with. They are both easy to build off of thanks to their very rectangular shape.

What went poorly:

  • The indecisiveness over the map has dragged out.
  • More assets could have been made.

Midterms became my priority over the past week so I ended up spending less time working on this game than I would have liked to. For the map, it has taken too long to determine how we want it to look.

Upcoming:

  • We will decide on a map by Monday.
  • more assets will be made (maybe all of them except for the units).
  • Textures will be started.

 

Javier Figueroa PPJ 2

Completed Tasks:

  • Created a map variants for possible use. (2 hr)
  • Created concepts for the archer tower. (3 hr)
  • Meetings (6 hrs)

We discussed whether or not the original map may be too straightforward so I drew up another map as a future possible option. The second map I drew was asymmetrical across each lane but we decided against it.

 

IMG_1176 (1)

 

What went well:

  • Making the second symmetrical map went smoothly and didn’t take up too much time.
  • I managed to find good reference images for the towers.

 

What went poorly:

  • It took a little too long to find get the reference images for the towers.
  • The GDD needs work.
  • We are going to need to cut down on what we have since we may not be able to do nearly as much as we may have originally thought.

 

Upcoming:

  • UI flowchart.
  • Update the GDD.
  • Decide which map to work with (at least for now).
  • Will begin modeling.