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 16, 2012
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.
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.
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.
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.
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.
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.
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.
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