Posts

The NeighbourWoods Production Week 7

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This week I worked on dialogue, modelling a moonshine herb and making textures. I wrote out what was left of the Day two dialogue which was talking to the deer and talking to Muffles and Keg about the heist, Muffles was pretty fun to write. Issie then edited it, picking up my many mistakes. This mean that the dialogue for DAY ONE and DAY TWO are officially 100% done, yay! Now there’s only the free-roaming dialogue left to do. I started modelling and UVing the herb; Äkta johannesört, or St John's wort in English, a flowering herb that’s traditionally used to flavour moonshine in Sweden. I UV-ed it so that all the leaves and and petals share the same UV space so I’ll only have to paint them once and cut down my workload. I refined Mishka’s texture to make her more true-to-life to the actual cat. Adjusting the colour and making the mouth and nose match the other cats. I made two seamless ground textures this week. Asphalt and Grass. I used the Offset Filter in Phot...

The NeighbourWoods Production Week 6

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This week I did some modelling and texturing. I modeled the bush as base shape with some planes to act as outlying leaves with cutout transparent textures. I wanted to make sure it had a very organic shape and hopefully won't be too repetitive when it's viewed from different angles. I modeled the bench model very quickly I aimed for stone bench than a wooden bench which would be much more detailed. And the UV was pretty quick too. The big progress this week was making the shiba inu textures. Unfortunately I found out that the Shiba model was for some reason not entirely symmetrical making it hard to paint in Mudbox so I used Photoshop with a UV snapshot to paint it. It worked fairly well with me, though there ended up being a few seams that will need to be polished later. Our Boys!!!! I also modeled the Forest tree type A - a pine tree. In two parts, one the trunk and branches, and two the leaves. This is so that we can use them separately if need be.

The NeighbourWoods Production Week 5

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This Week I worked on some of the diffuse textures and some models. I made the karakusa bandanna texture for Shobe. Now the karakusa pattern is fairly intricate so it took me a while and it is continuous so I had to find a way to stop it so that there would be a seam on the texture. Shobe's pretty bandanna I modeled the lilly-pads this week. Initially I was trying to make 3d models for the lilly-pads before it was pointed out by Petr that I could just use flat planes instead and texture with cutout transparency to create the shape. I did a similar thing for the lotus flower, which I'm pretty proud of, though it would look pretty good with an opaque texture even. Lilly-pad and Lotus flower model I also made the fern model with a similar idea in mind. I wanted it to look pretty natural so I made the fronds different heights and didn't have them at 'straight angles' with each other eg. 90° or 180°. In great news I fixed my Mudbox on my home compute...

The NeighbourWoods Production Week 4

This last week I continued to concentrate mostly on the dialogue of day two. I wasn’t exactly sure how to write some bullying dialogue so I researched a bit, looking for bullying skits and other similar stuff. I found some cliché anti-bullying sayings, ranging from funny to a little intimidating. Also a pretty heart-warming saying that I had to add in as something the player could say to Cone Dog as encouraging parting words. I also found some names for some of our characters; Max (genderless and cute) for Cone Dog, and Bandit (a bit evil) for Bully Dog. It was a bit upsetting that I spent a bit of time writing out the dialogue for the ducks only for the ducks in their entirety to get cut a bit later, that in particular was a bit disheartening. Overall I wasn’t happy with the amount of work I got done and will have to take measures to increase the amount of work I produce. I worked a bit on the bandanna design, mostly bully-dog Bandit’s one which I decided with the help of my...

The NeighbourWoods Production Week 3

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This week I concentrated on day two dialogue but also made the deer models and prepared for texturing later. The Day Two dialogue was the primary focus for me this week which went mostly well, except when I lost a bit of progress through some sort of glitch with Twine and when I re-wrote one of the portions of the lost dialogue it didn’t feel as good as it did before. After that incident I took measures to stop that from happening. It seems that the glitch was something to do with the browser storage of the document, so I make sure to download the Twine html document before I close the tab every single time. Because last trimester we made turnarounds of the male and female deer it was relatively simple to construct the models using the turnarounds as reference. Additionally as the male and female deer are quite similar in geometry I made the female model first before duplicating it and modifying it for the male deer. Primarily by adding horns. For the fawn there wasn’t any concept...

The NeighbourWoods Production Week 2

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This week I began writing the dialogue in earnest, concentrating mostly on the Day 1 dialogue but ultimately working on some other portions as well. Twine is pretty is easy to work with but I would like to see if there is any way to make use of variables and such as I feel it would help a bit later on the line if some of that is implemented now. I did a bit of research, but so far I haven’t worked out how to do so, if it is even possible. A portion of the Twine Story The Day 1 dialogue will need refining and I do want to check where I'm writing the dialogue for people's pets to make sure I got the characterisation  for them right in particular. With our re-organisation and re-scoping our asset list got more items added to it, then some was removed. This was mostly due to us not re-scoping small enough as was pointed out to us by Petr during the Stakeholder Meeting on Friday.  Fortunately this was the only real concern and in the end is fairly easily fixed, by doin...

The NeighbourWoods Production Week 1

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This week the main goal was to reassess our project, cut some content and update our plan. In a way it feels like a big step back but it's very necessary. We did a pretty decent job of planning, last trimester but some things needed to be improved or altered and without a proper foundation(plan) a project is a lot harder to raise off the ground. So I'm glad we're taking the time to get a proper, updated plan in place. I’m not so glad about cutting some of the content, though some of the content cut should have been cut even if we didn’t have to limit the contents of our project to what is feasible to us as they were either lacking or not that well thought out. I updated our Flowchart after me and Issie decided upon what need to be cut and ultimately we decided on limiting the game to a snapshot of the intro, day 1 and day 2. In the beginning I was kinda upset with this but the more I’ve thought about the more I’ve accepted it. Our cut-down Flowchart, the blac...