DMUGA Week 28 - The end approaches... (FMP #15)
Weekly Summary:
A moderately good week as I got a lot of population done, however, I did not achieve all of the assets I aimed to make this week - I will have to finish them over the weekend. I did manage to greatly improve the fps which is a major plus, and as a team we are on target (I hope!), so we should be able to finish this!
Monday - Wednesday:
In terms of asset related work I:
-Modelled the mesh for the bowl used to contain the fire leading up the steps.
-Fully made the rope used for the crafting.
-Textured the front door walls.
-Re-textured the front door feathers to suit Denise's colour concept
Level work:
-Populated & re-jigged the cave tunnel a bit.
-Established a way of getting the feel that they have in Rise of tomb raider when going into a crawlspace with scorpions.
-Organised some of the courtyard and did some population/Lighting to suit Denise's colour concept
As a team we decided on how we were going to end the level - getting into the boat with the lantern and rowing into the darkness.
Andy:
-Re-imported the rest of his temple meshes and carried on with the floor tile sculpt.
Dom:
-Showed me how to use the objective markers for the pick ups
-Stated to us that what we want to do in order to finish the level is possible.
Thursday - Friday:
My asset work:
-Rebar texture
-Camp fire assets (pot, lantern, flask) all textured apart from the ashes.
-Re-textured wings to be gold-like instead of stone.
-Textured stalagmites and stalactites.
My Level work:
-Went through with Dom and asked if he could implement a situation when climbing that if there isn't enough room to climb up + stand, then it would do another check if it is possible to climb + crouch instead. Also, the end scene + the text/prompts that would be popping up as you progress.
-Huge performance increase by down-scaling the textures. +17-25fps on full-screen so it now all runs smoothly.
-Kit came in and I asked about optimisation and he gave us a good tip of exporting clumps of meshes and re-importing them so they only produce 1 call instead of 40+.
Andy:
-Retopologised/unwrapped the floor tiles
-Added a sag in the middle of the stairs and a few trees surrounding the courtyard.
Dom:
-Put in the 'Skylight lerp' to achieve the tomb raider feel we want to go for
-Begun on the big task of all the prompts and scenes
-Altered the start scene as requested.
Level Additions:
Un-Lit as they're too dark to see anything without the torch :)