Friday, October 26, 2012

Been gathering feedback on the map.

Another update, recently I decided to change the architecture of the bridge. The old bridge just didnt feel right to me, and their wouldnt be enough cover for players in that area. So I went through some of the other gears of war maps in the game to reference how they did their bridges and what assets they used. I also continued to work on the contrast of the lighting. With that I ran into an area under each of the main towers that I needed to change. The area under each tower is now a bit more opened up, and players should not get caught up on pillars or walls as easily. Still a ton more lighting work to be done!



Friday, October 5, 2012

New Gears Of War Map Progress (WIP)

Im currently in full swing of making a level in the gears of war editor. I have a bit of experience with unreal engine and udk but dont have anything in the portfolio that im particularly proud of, so im doing portfolio pieces now. As opposed to just learning some things and experimenting with some things. Here are the latest screenshots. Still a work in progress but it should be completed soon and has been coming along nicely.








Friday, March 23, 2012

Swarm Agent Tutorial

Im gonna do a swarm agent tutorial soon. Ive had quite a few pagehits on swarm agent stuff. So expect a short little tutorial on using UDK Swarm Agent soon. Its quite a simple little setup and I dont have any tutorials up yet so ill start by doing this one.

Thursday, March 15, 2012

Outdoor Environment And Dev Blogs.

 Speedtree
Lately ive been working on the outdoor environment. Specifically the trees, and working within speedtree. Speedtree is a pretty damn awsome program. So for all of the trees in any work going forward they will be done with speedtree. The only issue is the export, with the free version givin with udk you cannot export them in any other format such as a .obj. You need the full license for that unfortunately. Oh well.

Outdoor Environment
A recent thing ive worked on for a bit was adding darkness depth to the forest. I really want the forest to be an area that the player will not want to wander in. Yea sure there is just adding collision so the player "cant" get there but if the player is afraid to in some way that will help with the experience. I dont want the player feeling limited, because then the experience is broken. I will still need to have a limit and put collision in the woods area, but i will have that far enough back where the player will need to wander for a while. And with enemies on the map, it should be difficult. Another thing with the darkness is it allows for cover of the enemies until they are right up on the house or area around it. Glowing eyes and silhouettes will really sell the dark woods if done right. And i got some ideas on how to do that.

Dev Blogs
So recently ive decided to start doing some video dev blogs. These will go through some of the things i did since my last update, as well as some troubles I ran into along the way, and eventually what i plan to do next. Im gonna get these up and running within a week or so. I planned on doing these earlier but some parts of the level are just unacceptable looking currently. I transferred from bsp brush for the rooms to actual static meshes done in 3ds max, but i have lots of holes to cut for windows and doorways. So once that is done and decently fitted i will start doing video logs. So expect that soon.

Wrap Up
All of the screenshots below just show the darkness and the depth for the woods. A few of the pictures have paths for which enemies will spawn and run from. The next update will have holes cut into meshes for windows and doors, this will take a bit of time and is tedious. Not difficult at least. Also with the next update will be some more kismet examples. I want to get the first 10 waves done with some good solid functionality in there. Probably change some things with the waves sequence as well. Some things are no longer necessary and need to be removed.







Sunday, February 26, 2012

Made some trees in speedtree.





I decided i wanted to work on the forest more and make that look better. So i opened up speedtree that came with udk and worked on some trees. I wanted them to have a unique different style. Similiar to the trees you see in vast forests where their are only leaves on the top. Then i made some trees that are really distorted and have no leaves on them. Currently im working on adding some fog to give darkness to the forest and give it a real scary depth. Ill get some more screenshots of that when its done or at least some more progress is made.

Wednesday, February 8, 2012

Been a while.

Still working on the project. Its been a bit slower then id like but im gonna start scripting a little more to make it fun. Did a little over the past weekend, but nothing significant to show or make a post about. I drew a picture of one of the enemies in the game. Just a concept and im not anything special when it comes to drawing. But here it is anyway. I used a free program called "Mypaint" its a really good program for drawing with tablets and i highly recommend it. When it comes to painting and all the brushes it performs much much better then photoshop. If you like drawing get it.

Sunday, January 1, 2012

Working on documents. Holidays.

Havent really been posting any progress as of late due to the holidays. However I have been busy but more in the way of typing up design documents. Gotta get everything clarified before this project moves forward more. Then more will happen in the terms of screenshots and seeing how i can get things to act. So nothing new with this update but more soon.