Thursday 20 June 2013

DEMO VIDEO

OVERALL REVIEW

MYSELF:

  • Learnt a lot, more softwares. Learnt from mistakes then solutions
  • Dealt with bigger team than last year, lots of experience
  • Done more 3D models, texture
  • Learnt to fix 3D models and things
  • Sorted out own workflow on 3D works

  • Need to speed up much faster workflow, need lots more practice: sketching, modelling, sculpting, some 2D assets making
  • Got lots trouble doing 3D and handing over the other teams member
  • Need to have low poly for team first ( I was a bit confused before on how to low poly things - Lars said he could do the rigging on high poly and apply on low poly later, we didn't make this point clear)
DESIGNER TEAM:
  • Had some visuals for game
  • Applied toon shader, and got all basic elements
  • Had animations and make game live

  • Lack of communications
  • Horribly slow on making visual assets (I don't blame on anyone, I might be the slowest)
  • No normal maps applied
  • No weapons are used
  • The style was not polished well

PROGRAMMER TEAM:
  • Connor Broad was the heart of the game, he made everything of the game
  • Very early to have the base of the game
  • Ding Yu worked on some UI, but we didn't apply them
  • Game mechanics is developed weekly 

  • Only Connor worked on coding was not enough, so AI couldn't be pulled out

However, it was a bigger team than last year, something might be worse, but I appreciated working with my team overall. :D

FUTURE THOUGHTS:
  • The gameplay is entertaining. In my opinion, we can push this game much further to make a really great game.

IN-GAME SCREEN SHOTS

Main Menu


Gameplay (Instructions)

Characters (Instructions)

Custom screen

Custom screen

Medium Arena

Large Arena

Large Arena

Large Arena

A BIT MORE WORKS ON UI


End Turn Button

Timer Box

In-game

BUILD-UP SAND AT THE EDGE OF THE ARENA

Then some transparency mask with some shading to apply on different sizes of arenas. These are for build-up sand at the edge of the arena. 
1x1 Resolution (Small)


13x9 Resolution (Medium)
19x7 Resolution (Large)
Applied on a sand texture (the edge)


BLOOD SPLATTERS FOR ARENA GROUND

Connor asked me to make some blood splatter texture to apply on the arena ground as a blurry, worn out clues of previous battles. (More effects)






UI STRIP IN GAME




 INSPIRATION from Connor

Warcraft III screen

Textures I used
Rock - Medieval Wall
Brick

Designs (ICONS are credited to James Holder)

UI Strip

UI Strip for Puller

UI Strip for Pusher

UI Strip for Thrower


MORE WORKS ON GROUND TEXTURES










I put a few variations of sand texture for the arena's ground for my team to decide which one is good to put in. Made by photoshop with filter gallery and curve
Connor asked me to make it really huge so he can put them in game and easier to size them down.

MORE WORKS ON USER INTERFACE

Select-size Buton

Custom Button
Customization screen in-game

Customization screen in-game
Custom boards and arrows
Custom boards and arrows
The hovered arrows are bigger than normal ones worked as intended.

In-game screenshot



ARENA TEXTURES

I got arena's texture work as well.
Between
Between

Gate

Gate

Corner

Corner