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DMUGA Week 27 - Improvements all-round (FMP #14)

Weekly summary:

A rather productive week this time round (woo!), we got a fair amount clarified and are inching closer to the product we are hoping for. Still much to do as always, but fingers crossed it's all manageable in the time left.

Monday - Wednesday:

On Monday Dom and I went through and cleared up the objective marker situation so that all works up until the point we can do at this time. We put in the climbing splines and destructible floor. Just to clarify Dom did all of the technical aspect and I just offered any ideas and my input on how it should be constructed.

I got the eagle head textured, the eyes, teeth, tongue, the fountain walls and door frame:

I also did a lot of populating mostly in the cave area and some basic lighting.

Ben Keeling kindly came in and gave us a lot of good critique on how to make our level look a bit more polished. Andy wrote these things down so we will hopefully get to addressing these when we can. Lastly, I did some optimisation with the light-maps and texture resolutions as we were getting some performance hits. Dom explained to me the maths behind how he was going to make the path of the flare natural (which was really interesting), and that just about summed up my input until Wednesday :)

Andy finished a nice sculpt/texture job on the large pillar we'll be using to climb up, and unwrapped most of the temple walls.

In addition to above, Dom also quickly optimised the light particle by replacing it with just a single animated light, and made it so we could now play up until the point at which you light the torch and go into the cave.

Denise this week has finished all of the UI elements required and it all looks great to see it all working nicely together. Therefore, I will only document further input which aids the level as I now think she will be doing 'production quality' paintings - will post at the end of the project.

Thursday - Friday:

I did some more population in the cave, fixed the lighting in areas of the courtyard, made a cave wall, and started my mesh for the coffin hatches which will be pasted everywhere in the cave and on the outside trees.

Andy, Dom and I put our heads together to try and work out how we could use speed tree to get a somewhat decent canopy for Andy's tree fairly fast as I attempted to create one using Dom's spline tool and it unfortunately wasn't that great for branches. This was a really good day as just adding that canopy made a huge difference in the feel of the level.

As a team we also tried to get some more interesting colours going on in the courtyard to direct the eye to where we want people to look. Andy did an overlay of colours on the wings which looked pretty good as is, and then passed it over to Denise which clarified our decision on the colours.

Andy began on sculpting the floor tiles for the courtyard and finished texturing the large pillar.

Dom came up with a more appropriate ending to our level and began working on the end scene.

Level so far:

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