Thursday, 20 June 2013
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
BUILD-UP SAND AT THE EDGE OF THE ARENA
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)
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
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