Sunday, March 13, 2011

And the Hardest Work Begins

               This week is the first week that WASD is beginning to put some serious work into our game. Since we finally have time to spare without too much other homework nipping at our heels, we can dedicate a huge chunk of our time to working on Raptor Racers. Because of this, we have a few more goals completed, and some others well on their way.

               The first goal accomplished, one that I am personally proud of, is a now-working loading screen. Now that a start menu has been made with different art than we began with (our artist has been working away at making this menu from scratch) I decided to make the loading screen from the image that was previously our start menu, last semester before the menu was fully functional. The loading bar I made to be a sausage link just like our finish line is supposed to be, once we try to implement that again (we had it working last semester but then something messed up while implementing it into the game, so we’d scrapped it). Every 10% of the 3D models that are loaded into the game, another sausage will appear, with a total of 10 sausages making a complete bar. This now works in-game for all 3D models except for the obstacles for some reason, which still cause the program to crash if I call for them to be loaded while the loading screen is running. I will still try to figure out why that is and hopefully fix that problem, but for now I have moved on to other tasks, such as the lighting requirements and fixing up problems with the particle systems I made last semester.


               The other members of WASD have been working on fixing up the game in numerous ways too. One group member has been working on fixing up the animation system, as well as adding in more animations for the raptors, and has made decent progress, though he has had problems along the way that have delayed him. However, he is dealing with these well, and hopefully his work will be complete soon. Our artist has been modifying the raptor model some more in Mudbox, and has made 2 custom raptors so far, with 4 more to go. She has also been working on menu images, including buttons in all states. Another group member has been working on fixing up the collision system so that collisions on an angle work better because getting stuck in obstacles or walls was an issue last semester. He has developed a new system where the program will check if two boxes are about to collide rather than if they are colliding, and so hopefully this system will work better. Our newest group member has been working on finding and making us some sounds for our game, though I haven’t heard an update from him for a while to know how that is going, so we’re just keeping our fingers crossed.

               We have been outsourcing music for our game that is being made specifically for Raptor Racers, but we’re blindly hoping that will work out (if it doesn’t, we’re prepared to find some back-up music instead). We’ve heard some bits and pieces so far from what our music guy has made, but my group is not convinced that the music will suit the game as much as they’d hoped. I am going to remain hopeful that our music gets fixed up so it fits with the game better than it does currently, since our music guy is working away at improving it.

               Altogether, we’re making progress, but we’re still a little more worried about the sound side of things. However, we will have a back-up plan if all else fails, but we currently have other things to focus on, so we have our fingers crossed. This coming week will be full of hard work, and hopefully success in improving our game some more.

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