Developer Diary
09/10/2015 – I had a recap of mudbox and started making a character for the first time which so far I believe is going well for what I have managed to do so far. The model looks as if it will become just what I want for my character.
09/10/2015 – In audio we recapped on the program Audacity and talked about the module.
12/10/2015 – While doing the contents of the GDD I have learned new titles that I hadn’t seen before in a GDD such as philosophical points, which are to help the designer realsie their goals and what they must do to achieve those goals. This has helped significantly when setting these goals and seeing just how realistic or unrealistic they are and whether I need to compromise or not.
15/10/2015 – Finished sculpting the character and begun to paint the model.
13/10/2015 – This is my Kanban flow keeping me on track and making sure I know what I’m doing and what needs to be done, along with what has been completed.
17/10/2015 – This is an updated version of my Kanban Flow showing my progress and what I am working on.
27/11/2015 – this is the latest version of my Kanban.
18/12/2015 – This is the final version of the character model before being posed for the turntable. The character has turned out really well as the character looks as I wanted, however she could look better in certain areas if I were better at creating characters, for future reference I shall practice more character creation, so I can improve the look of characters I create in the future.
Summary
The weeks before the 29th of January I was working on the level structure in Unreal, along with environment concept art and asset creation for the level. As I was doing this I was implementing the time management technique called Pomodoro, which I have dropped as it became more of a distraction and a hindrance to my work than helpful. So I decided to carry on using agile management for it was far more helpful to me and gets the job done.
29/01/2016 – Sprint Sheet 1
- By next week I hope to have one textured asset.
- On Sunday work on Unreal level structure to completion.
From last weeks set goals I have completed only one. I have completed the level structure in Unreal, however I was unable to fully texture one asset for the UV’s took a particularly long time to deal with and arrange, after this was done I had to render the UV template as a solid at 4096 so I could put it into Photoshop and prepare it for use in Quixel. this process took longer than first expected and therefore required more time to be dedicated to it than previously thought. this will be taken into consideration later down the line to apply my time better whenworking on my assets.
01/02/2016 – Today I worked on my storyboard through creating different assets in 3DS Max to be put in the scene, then I took several screenshots and edited them in Photoshop by adding a filter to make it look better.
02/02/16 – Today there were more screenshots added to the storyboard to show what is going on in the game when you are playing the scenario, it will give the player a quick look into what the game shall be like giving almost in game like images to help illustrate and demonstrate what the player can do and see.
03/02/16 – taken more screenshots for the storyboard and edited them to their finished look, along with annotations to tell the reader what is going on, both through arrows of where to go and describing what is happening in a short and concise paragraph.
04/02/2016 – Today during the Games Architecture session I attempted to work on my level in Unreal, however due to computer problems causing Unreal to freeze I could not, therefore I moved on to the storyboard to further complete it, I completed a part of the storyboard and successfully took several screenshots for the storyboard. I decided to do my Unreal work at home due to the computers at Confetti giving me a hard time when trying to edit or do anything to the level.
05/02/2016 – During the video session I was working on an asset and trying to get it textured but I spent that time working on the UV’s till they were perfect and ready to be edited in Photoshop for me to use in Quixel so I can utilise the textures available in Quixels library. They were finished and the asset is now ready to be textured in Quixel to then be implemented in engine. Quixel has really enhanced the workflow and allows me to texture my assets a lot faster than ever before.
05/02/2016 – Sprint Sheet 2
- further complete the storyboard
- complete texturing the asset and create another
this is the latest version of my Kanban I have tasked my self to finish the storyboard completely and it is currently in progress and in the works.
I have completed both tasks that I set last week I have finished the storyboard and the asset I failed to texture last week I have successfully done this week, the asset is complete and ready to go into engine.
08/02/2016 – Today more of the screenshots were made and finished, so they are ready for the storyboard. along with that I also finished the last of the environment concepts as I had two different environments to do.
09/02/2016 – The screenshots have all been edited and are ready to be annotated as to what is happening in each image.
11/02/2016 – Today in Games Architecture I attempted to create a day and night cycle in the blueprint unfortunately it didn’t work, there will need to be some revision as to why the blueprint isn’t working. At the same time the level is getting more structure to it and is finally beginning to look how it is supposed to be structure wise.
12/02/2016 – Today in the video session the desk asset I planned to finish has been completed and is fully textured ready to go into engine as the asset was finished I began another asset being a backpack, which is going well, as shown below in the screenshots
This is the latest Kanban showing that i have completed what I planned on completing in the time I gave.
12/02/2016 – Sprint sheet 3
- Finish the Backpack asset.
- get the blueprint fixed and do more blueprint.
The backpack is completed and fully textured ready to go into the Unreal level. As for the blueprint I failed to make time to fix it and instead started building an inventory and crafting system in the game, however plans are being made to rectify this matter by next week so it is fixed and ready to go by the time I must submit.
14/02/2016 – Today I attempted to create a day and night cycle this failed as I believe this was due to the fact that it no longer works in the version of Unreal I’m using leaving me no choice but to delete it and start over. above is the failed day and night cycle blueprint. If I am unable to get the day and night cycle working I may have to change plans and dedicate my time more wisely to other tasks that are more important, as the dayand night cycle is not vital to the game it would jsut be a bonus.
15/02/2016 – Today I created a street lamp and put it into Quixel to fully texture it. Then I also finished modelling and dealt with the UV’s of the backpack ready to be put into Quixel for texturing. As well as almost completing two assets I have also finished my storyboard description in full detail as to how the player may feel and what is happening at each point in the gameplay scenario.
16/02/2016 – Today was successful as I accomplished starting my inventory system for my game level in Unreal, along with a couple more assets created one being a plant and another being a table, and a chair that I textured in Quixel.
17/02/2016 – I did not do as much as I would have liked for I did more work on the inventory and crafting system, also worked a little more on the models, but I failed to complete anything the assets are at least close to completion and the inventory/crafting system are moving along and is one step closer to getting to the final goal I’m currently working on getting the look done and the GUI.
18/02/2016 – In today’s session I worked on the Unreal level to add a little more to the structure and get other jobs done. I completed the structure and I moved on to do an environment concept as I was already finished, but felt I could do one more as I have two environments one in the city and another being a jungle, so I decided they both needed two each which is why I created a second one for the jungle.
19/02/2016 – During the Video session I was getting my storyboard assignment together to hand in and I was ready until I decided to make the storyboard better, once I finished the storyboard I got all the work together in a folder and handed it in I failed to do much else, however the storyboard is complete and done to a good standard therefore it was worth it.
19/02/2016 – Sprint Sheet 4
- Complete more models for the level and texture them.
- Complete more of the inventory/crafting system, and fix the day and night cycle.
I have successfully created more assets and textured them, also I have completed more of the inventory/crafting system. However the day and night cycle still isnt fixed and from now on will be put on hold until I can get back to it.
22/02/2016 – Today I created and UV’d an asset ready to be put into Quixel for texturing.
23/02/2016 – I worked a little more on the Unreal inventory and crafting system.
24/02/2016 – I created more assets for my level in Unreal.
25/02/2016 – Today I made an enemy from the game, called a parrotshark in Mudbox and imported it to 3DS Max for further touch ups and modelling to create the wings.
26/02/2016 – Today I made further improvements to my parrotshark, also I created another asset and put in Quixel for texturing.
I have finished more assets that are now ready to go in the environment, as well as completing more assets I have successfully completed more of the inventory/crafting system in Unreal starting to give it an actual visual, however thats all I have been doing and must start other tasks as specified by my Kanban.
29/02/2016 – Today was successful as I finished my Model of a Parrotshark and finished UV’ing the Model, so I am able to texture it in Quixel. (Here is the model below)
02/03/2016 -I worked on my Unreal level and got a small chunk of the level completed I also carried on the work I was doing on the level blueprint and normal blueprints such as the Inv/Crafting system. So I can spread work between other coding and the other tasks I have set myself.
03/03/2016 – During my Games Architecture session I used this time to work more on assets and I almost finished the one I was working on but I had to go. therefore I plan to complete it later on.
04/03/2016 – Today in my video session I encountered problems as I found one of my models I had already textured in Quixel did not look right, so I had to texture it again and now its fine. in the same session I had another issue when I tried to texture the Parrotshark in Quixel I was applying an Inflamed Monster Skin texture and instead it applied a chrome texture, although other Monster Skin textures worked, it seemed there was a problem with the program or something,still haven’t found the reason for this peculiar issue.
04/03/2016 – Sprint Sheet 5
- Work on my environment till it is almost complete.
- Deal with Parrotshark.
I Achieved getting the environment close to completion there is only a few tasks to do before it is fully completed. sadly the Parrotshark had to be put on hold do to more important models that needed my attention leaving me not a lot of time to deal with the parrotshark, I may want to think about dealing with the Parrotshark when other pieces of work are completed and wait till I feel more confident about being able to work on it and complete the model plus all other work.
During Industry week I failed to do much of work, do to going to the different sessions going on all week and other activities I had to do at the same time.
14/03/2016 – Today in my Video session I worked on my assignment to get it closer to being finished in time for the deadline this week. For the assignment I was finalizing the last few models and making sure everything was okay, once I completed checking the models I began getting the Screenshots/Renders for the assignment so I could be ready for the final submission.
15-16/03/2016 – On both today and yesterday I have been gathering screenshots for the assignment and assorting into the right folders ready for submission.
17/03/2016 – In my Games Architecture session we were getting ready to submit for an interim by creating a portfolio template for both the Games Architecture interim and the Video Submission this will help present my assets and environment in a professional manner whilst also making the asset or level look great. later today I worked on the audio till it was finished and I could stop editing and export the files from logic as a WAV.
18/03/2016 – In today’s video session I finished the work and handed the assignment in, everything was fully textured and put into the portfolio.
18/03/2016 – Sprint Sheet 6
- Work on the programing for Unreal for a teleporter matinee etc.
- any assets that need to be in the level need to be either made or finished and imported into Unreal.
- further complete the level.
I have successfully achieved these goals I set and my level is almost complete.
21/03/2016 – 10/04/2016 – Throughout the time I was off I worked on the game every chance I had when I wasn’t taking a break. I achieved many of my outlined goals and further completed the level, with newly created assets to add to the world to make it look prestine. As I progressed through the work I began making more blueprints for the level and came into some trouble as I had to compromise for another way to do what I needed as the blueprint I was creating wouldnt work, it was a respawn checkpoint blueprint I wanted to create but instead I used a teleporter in strategically placed locations with triggers ready to catch the player when they fall into a sticky situation. Others I was working on was a way to collect an object which I successfully achieved, another was text, as I set up text so that when the player spawns they will have text to tell them what they must do first. As I did all this work during my time off I encountered a serious problem when I tried to make my character the playable character, the problem was as I playedthe game the default hero character spawned in and had no animations, it was just standing in the default position but the character could still be moved around using the controls. Luckily I had a backup that did not have this problem, however the character still isn’t in it, but I will try again and ask for help if needed.
11/04/2016 – During my session I had completed another asset and began to texture the level more giving it that more finished and complete look. However the level is not fully textured yet.
12/04/2016 – Whilst working I found a better way to do the re-spawn checkpoints and have been able to create a respawn system that works and is now completed. (Below will be a an image of the different coding I have done within the level blueprint)
During the creation process there have been many ups and downs with the creation of assets and the level, however each problem I have faced so far have been fixed or they are in the process of being fixed. as the game comes closer to being the final game I look back on what could have been done better and what I did well. There is a few tasks that as of right now have not been fixed nor completed, for example the day and night cycle, this is for many reasons such as other tasks are more important and I still have not found a way for it to work. The best way for me to improve on these problems is to practice more coding, even modelling so I can work faster and produce the work I need quickly for the deadlines I have set. In doing this I shall gain more experience in the different areas to help improve my skills and workflow. This will allow me to finsih the work and future projects at a faster pace.