Developer Update (Gold): Chris M. - Week 3

This week was a very productive week for me. I checked off quite a few things that needed doing like UI, lighting and particles. There wasn't an aspect of this that I didn't enjoy doing even revisiting lighting and that run cycle for the thousandth time and I'm happy with the quality of the product and progress we've made so far.

For UI I largely based this of of Connors Boss health bar and created assets for the in game UI like menu screens and buttons for the player to navigate through. This was a great test to see if I could match another persons art style in 2D. Creating the UI wasn't as time consuming as I thought it would be: it consisted of a lot of straight lines and having Connor's health bar as reference helped guide me a lot. I needed to make 2 versions of most things, one that appears normal and another that glows when hovered over.

 

Menus.png
 We were having issues this week with lighting again with lighting in the main level editor not transferring properly to the persistent world where the game is played from. After a fair amount of digging and a bit of help from lecturers we found that some of the lights were doubled up on causing the day-like brightness in the level when we were aiming for a darker atmosphere. We were also having issues with the skylight not having an effect and found that the sky-sphere had been deleted from the persistent world. I also made a few more tweaks to the atmospheric fog and got that looking quite nice in game, it's still a bit thick when the player gets to the lowest points on the level and that's something I'll be looking at this week.

We were having issues this week with lighting again with lighting in the main level editor not transferring properly to the persistent world where the game is played from. After a fair amount of digging and a bit of help from lecturers we found that some of the lights were doubled up on causing the day-like brightness in the level when we were aiming for a darker atmosphere. We were also having issues with the skylight not having an effect and found that the sky-sphere had been deleted from the persistent world. I also made a few more tweaks to the atmospheric fog and got that looking quite nice in game, it's still a bit thick when the player gets to the lowest points on the level and that's something I'll be looking at this week.

Shot1.png
Shot2.png
Shot3.png
 Once I had done a decent chunk of UI I created the third weapon for our game: The Hornet which is a grenade launcher based weapon that deals AOE damage to an enemy. I also rigged and animated the model, creating an Idle, Primary Fire and Alternate Fire animation

Once I had done a decent chunk of UI I created the third weapon for our game: The Hornet which is a grenade launcher based weapon that deals AOE damage to an enemy. I also rigged and animated the model, creating an Idle, Primary Fire and Alternate Fire animation

HornetIdle.gif
HornetPrimaryFire.gif
 I also worked on the overheat particle effects for each of our weapons and a floating dust particle effect and modified the steam particle that Connor had done earlier. This was a really fun and great learning process purely just around how powerful cascade is and what I can do particle effects.   

I also worked on the overheat particle effects for each of our weapons and a floating dust particle effect and modified the steam particle that Connor had done earlier. This was a really fun and great learning process purely just around how powerful cascade is and what I can do particle effects.

 

Steam.gif
BulldogOverheat.gif
Dust.gif