Wednesday, October 31, 2012

Particle System or AI

10/31/2012

It appears there was some miss communication on my part on switching to Particle System. My team lead asked me if I would prefer to work on it over AI, which I said yes, but then he suggested I could move to it when we were ready to work on it ... later. As we were communicating through Instant Messaging I must have missed that message. I will make sure to double check before switching sprints from here out.

Friday, October 26, 2012

Particle System (Sprint 2)

10/26/2012

After speaking to our Team Lead last night, he suggested that I work on a particles and special effects for the game; "purple shadow smoke trail of swirling mysticism".

Here is an example of the effect (Skip to 10:38):


Thursday, October 25, 2012

Artificial Intelligence (Sprint 2)

10/25/2012

Our first sprint is complete. I have the DrawManager completed but ran into problems getting it submitted to our github repository. The github windows gui GitHub crashed during upload. When I restarted the program, it said that my HEAD file was missing. When re-opening the project in Visual Studio all my changes were lost. I had to re-write some of the code from memory and will be waiting to upload to our repository until after I have been given a tutorial on using gitextensions.

My new assignment is to work with two other students on setting up Artificial Intelligence in the game.

Tuesday, October 23, 2012

Ninja Royale

10/04/12

The Industry panel choices are in and 3 teams have been formed. I join a rich team of both developers and artists, some of which I have worked with before in Machinima, Game Development I & II, and some most recently on the Momentum prototype.

The game we will be working on will be based off of the prototype made from this pitch:


This is an older version of their pitch, so some elements of the game have changed, but the one page above should give an idea of what we are working towards.

Thursday, October 18, 2012

DrawManager (Sprint 1)

10/18/2012

My first sprint assignment is to create a Draw Manager that takes care of drawing all components in the game. The prototype was setup using DrawableGameComponent. The idea behind setting up a Draw Manager is to make use of the core Component system, setup the Draw Manager to hold a collection of lists so that priority can be given to different type of items; Avatars, NPC's, enemies, etc.

Tuesday, October 16, 2012

LucasArts Jedi Academy

10/16/2012

Our first day back from Fall Break and we were entertained by LucasArts. They were here to inform us about the LucasArts Jedi Academy, which is their internship opportunities at their company.

Our team briefly met after class had ended. Assignments for our first sprint assignments will be given on Thursday.

Tuesday, October 2, 2012

Momentum Prototype (Pitch)

On Tuesday October 2nd, our team as well as the other 7 teams pitched our prototypes to an Industry panel. The panel included employees from Electronic Arts and Microsoft. In the end Momentum was not chosen as one of the 3 games our class will make.

I had a fun working on this project, and feel that the game itself has potential. Possibly the team can continue working on it in the future.

Momentum Prototype (Part 5)

After talking with another student today about the trouble I was having with physics and collisions with XNA he suggested I take a look at BEPU physics.

After spending a lot of time going over the documentation I have it working with my XNA prototype. I have the physics and collisions working between the track / levels and the ball. I also have the camera controls working, but need to still implement the ability to rotate the track.

Here is a new video showing off the physics:


As you will notice I have to manually set the track and ball position in each different scene due to the inability to rotate that track so far. That is the next item I will be working on.

Monday, October 1, 2012

Momentum Prototype (Part 4)

09/28/12 - 09/29/12

Our team was informed by the professors, that our Unity prototype, including gameplay footage, could not be used at all in our upcoming pitch on Tuesday. I created a new XNA project and worked on creating a video that looked similar to our Unity one. It shows off both levels / tracks and has a flyby similar to the video we used in our original pitch. I am continuing to work on possibly getting collisions working so that I can show off more similar footage.

Momentum Prototype (Part 3)

09/23/12 - 09/27/12

Yesterday one of our artists finished setting up a prototype of our game in Unity. This prototype was setup to allow us to test the control system we had talked about to see if it would work as we had envisioned. Unity was chosen since we all are familiar with it and it has built in physics and collisions.

I have continued to work on an XNA version that has has a ball moving and a camera moving, but not completely together. I have some physics but without any collisions I have them turned off currently.

Thursday's class our team gave a practice pitch to our professors Bob and Roger and the rest of the class. The pitch involved a powerpoint as well as gameplay footage from our Unity demo. We have our official pitch to an Industry panel on Tuesday.

Momentum Prototype (Part 2)

09/16/12 - 09/22/12

Our team is still at work on building a prototype for our game. I have some basic camera rotation and movement in place. I have worked with physics before and added some physics to a ball on but I am having difficulty getting collisions to work between our 3D track and the ball. I tried simplifying things and working with just a 3D sphere and a 3D cube, but the collisions still seemed to not work as I expected. I have tried setting up BoundingSpheres around each object, but continue to run into unexpected results. The other programmer on our team has been working on setting up a collision system that takes a 3D object and calculates all the triangles in the mesh to test collisions with.

Momentum Prototype (Part 1)

09/09/12 - 09/15/12

After going over similar games to ours, our team has been busy at work. The artists have been working on concept art, and have already built two full 3D tracks to use as two different levels inside of our game. The programmers, myself included, have been working on setting up a 3D world within XNA. I have not had any experience with XNA and 3D games, so I have been focussing on learning how to setup the objects and using the camera.