Art, Programming, Work

126th day

The Main Menu is going to be super simple. You will just see some puny logo on the screen and the console button that gives you access to the game console so that you can start, exit and all that jazz. I am also toying with the idea of having the console full screen and… Continue reading 126th day

Art, Programming, Work

125th day

Filled in a lot of planning documents, sketches and trying to collect my thoughts on a number of items. After writing all that text and clearing my head a bit I started working on the Main Menu again. My previous idea was just bugging me and it was annoying me when I was trying to… Continue reading 125th day

Personal, Work

Plans

Making plans to assist yourself with completing a lengthy task can be a challenge. I have been spending most of the morning, edging out plans for this game of mine, from start to finish and creating a timeline of sorts for its creation and completion. How long will it take and how much effort will… Continue reading Plans

Art, Programming, Work

124th day

Did a ton of work today regarding the game progression and puzzles. Filled in quite a few pages in my notebooks with schematics and rough diagrams to connect the puzzles and progression. Created models and rough layouts for what the Main Menu for my game might look like also. The main piece is just some… Continue reading 124th day

Art, Work

122nd and 123rd day

Spent most of the weekend learning about the modeling, texturing and using the UV tools in Modo. Also played around with Z-brush and its GO-Z features to sync up the work between z-brush and modo. All is working nicely and setting up rigs and skeletons is also extremely simple and fast. The creators of Modo… Continue reading 122nd and 123rd day

Art, Programming, Work

121st day

Was working on creating this scene manager I mentioned in a previous post today. It works just fine. There is just the matter of the items that can travel between the scenes. Machines or robots that you can move from one scene to another then maybe back again to the original scene where it was… Continue reading 121st day

Programming, Work

Scene management in Unity

When you are creating various scenes in Unity, you tend to populate it with all the items you need to test it with. Cameras, players and everything that makes sense for testing. As soon as you start transitioning between those scenes, you start having problems because objects are being destroyed and recreated. You need to… Continue reading Scene management in Unity

Programming, Work

The 4th month in retrospect

For the last month I have been trying to get the basic game mechanics up and running along with creating some interesting content for the game mechanics to take place in. Along the way I have learned quite a lot about the light mapping processes in Unity, using GUI frameworks such as the Daikon Forge… Continue reading The 4th month in retrospect

Art, Programming, Work

119th day

I finished getting all the scene switching logic and elevators in mixed with the navigation meshes to work correctly. As you approach the elevators there are some navigation obstacles attached to the elevator switch. When the door opens you can click the navigation mesh inside the elevator and some minor transformer will grab you and… Continue reading 119th day

Art, Programming, Work

118th day

More programming and re-factoring today, along with some minor content fixes due to some skeleton issues with the elevator. After playing around with the color scheme for the radial menu and the highlighting colors, I think it would be better to pick more saturated colors for the items and use the mouse cursor as a… Continue reading 118th day