08-08-2018 07:03 PM
08-12-2018 11:33 PM
08-13-2018 12:31 AM
08-13-2018 12:35 AM
I spent most of this week working on the mid point check in document. Figuring out budgeting and everything was a bit anxious, but I’m glad to get the chance for feedback on it. I tried not to wordsmith anything too much and just described the project based on what feels important to describe from my perspective. After having people look at it with fresh eyes, I can really edit it and make sure my pitch is as polished as possible for the final submission. I don’t normally do a lot of concept art, but I worked on one for the check-in document to kind of capture the feel I’m going for. I think it actually was really helpful in thinking about my palette and lighting for the final piece. I seem to be heading for a lot of blues and pinks, which I like but might drift away too much from the boring aesthetic I was going for.
I also worked on getting a level footprint up and running. I decided to make use of some asset store models, particularly the HQ PBR Retro Office assets. Since my experience uses a lot of office models, I don’t want to spend a lot of time re-inventing the wheel while modelling chairs, desks, etc. I’d rather save my finite time for the really important assets that sell the space, and modify existing assets as needed. I’m currently working on building out some rough scenes using the assets, and incorporating the game systems. This week in particular, I messed around with lighting the new environments. If I can add more futuristic elements to the scene I think I have a workable aesthetic, but I will probably have to tweak some of the textures to be more cohesive.
08-13-2018 12:49 AM
08-13-2018 01:10 AM
08-13-2018 01:22 AM
Thoughts On Multiplayer Gameplay
Our lives persist beyond our presence. Honoring this, players of I’m Trying To Laugh At This make a lasting impact on the game. This simulation begins with nothing and ends with nothing, so they cannot leave behind an object. What they leave behind is their data.
Solving the multiplayer problem of concurrency and crystalizing each player’s lasting impression on the game as the choices they made, persistent player data enables players to respond to other players who may or may not be there at that time. These recordings could be curated, remixed, and dispatched to conduct insightful interactions.
As in a dream, players experience stretches of solitude with glimpses of communal action in the broader gameworld. Multiplayer informs but does not rule this gameworld. How much or far players perceive is a product of their choices; each experience is tailored by a slightly mysterious algorithm.
Audience
I want to attract gamers and high school students (who are playing on a school headset rather than a personal one). My students loved Hot Dogs, Horseshoes & Hand Grenades, which is a Steam bestseller. I’m considering how I’m Trying To Laugh At This might appeal to gamers and enrich an educational context,
Aesthetic
To underscore mutability, I want all the forms in the game to feel somewhat fluid.
Art
I illustrated an early attempt at a walkthrough. I know visuals are important, but making them usually feels like a waste of time, like I’m just rendering in a static way what I already know I want to code. But this time, I tried to use photoshop as a way to prototype how graphics could function for the gameplay. And I thought the experience was more useful than usual.
Graphics
I tried to make a storm of particles and got a bit slowed down. I still need to learn to procedurally render shapes. Moving the shapes in a stormy fashion is a second task. A third task is guiding the movement with verts from an animated mesh. I am partially progressed on all three fronts, but with nothing to show.
Procedural vs Linear
I’ve done more work with Unity Timeline, and am considering how to balance procedural combat with linear narrative in Timeline.
08-13-2018 01:28 AM
WEEK 6 (8/6-8/13)
Production
Building models for Cubic Tunnel
Kelp models for Aqua Jungle
Loxa animation for SC03 SH02
Quama animation blocking for SC03 SH02
Model + texture for Mr. Gloomy
Turnaround for Rainylands buildings
This week, our team continued focusing on the artwork for our project. For concept art, Chana continued working on the environment design for SC04 Rainylands. Based on the previous environment art, she worked on the turnarounds for individual buildings so we can start modeling our last scene. For animation, Haley completed blocking out the base animations for SC03 SH02 for Quama and completed the animations for Loxa from last week. Our modeler, Laura, continued working on the building models for SC02 Cubic Tunnels and completed all the models for the Waterside, Garden, and Fish World. Megan also worked on kelp models that will be placed in SC03 Aqua Jungle. I modeled and textured Mr. Gloomy based on Chana’s concepts from a couple weeks ago.
For next week, I will be mainly focusing on the engineering and layout out the environments so we can start testing our game. We are still working on the interaction mechanics and will start on the puzzle mechanics as soon as we finish the interactions.
That is all for this week and these are some art from this week:
08-13-2018 02:04 AM
08-13-2018 03:09 AM
08-13-2018 03:16 AM
Devblog #6
Project Title: Kitten Justice: Legal Claws
Type: VR Game
Genre: Comedy/Sci-Fi
Working on the prototype.
Continued to work on concept design kittens.
Midpoint Check-In document preparation.
On this week I spent a lot of time working on the mid point check. One is difficult part was for me the budget, to decide how much money will be spent on certain development. I’m glad to get the chance for feedback on it. I’ve tried to describe the basic of the project, what’s important for now. Looking forward to get feedback about pitch dock, so I can edit and polish everything to the final submission.
Next week goals:
Buy a domen and start making a website
Make a logo
Start modeling environment
Delegate part of work
I'll try to start posting daily on Twitter and Instagram to tracking the progress of the project.
I’m starting to really feel the pressure of lack of time