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Showing posts from October, 2018

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...