Thursday, April 28, 2022
Tuesday, April 19, 2022
Sprint 7
This week was aimed to get all 'C level' assets into the game and provide a build for people to test outside of FIEA. This week, I focused on getting all the new limbs into engine. Maya's reference helped a lot with that.
Contributions
Rearranged buttons again...and again...
Got rid of some unneeded print strings
Implemented Bad Head geometry and skin weighting
Disabled player movement on endings
Teleported player to room with credits after bad ending
Bad Ending animation block out
Tweaked dialogue to further prevent overlap
Implemented proxy limbs including all the bads, neutrals, and goods
applied new materials to limbs (done after video was taken)
tweaked visual effect for switch (done after video was taken)
Tuesday, April 5, 2022
Sprint #6 Delivery
This week I got to work in the backlines by streamlining the animations for preparation to work on them. I tweaked a lot of the Maya folders and condensed the endings to rely on only one animation per ending. Hopefully next week I can get to work on the bad ending for the robot
Contributions
Tweaked limb orientation on the conveyor belt
Tweaked Victor ambient dialogue frequency (made him talk less)
Combined and referenced Robot endings per version of ending in Maya for easier editing
Added world parenting to arm on robot rig in Maya
Added first key frame to each of the endings so they sync up with the animation before the split
Set up good animation ending in blueprints to let the new animation play properly
Opened replicator door when parts pass through it
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On our week back from break, our goal was to get everything into engine that is needed for the final product, minus polish. Seeing as t...
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Using Substance Painter, my task this week was to texture the catapult and apply it to the low res model in the Unreal Engine. Smart Materia...
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This week I got to work in the backlines by streamlining the animations for preparation to work on them. I tweaked a lot of the Maya folders...