Monday, March 26, 2012

Last Week of Internship

Wow. Time flies. It's already the last week of internship! Currently preparing the presentation of what I did in Backbone. I know it is not very much, but I do know I've learn a lot of stuffs with the guidance of the supervisors and the lady boss.

Why do I make this post sounds like my last post? Anyway, continue with the updates.

The mock up of the game development has been made, so it's here for you to check it out.

The mock up of the game of Jelly Land, with vector stylized background and game environment.
This is the colour pallete of the items exist in the above mock up. Colour scheme may change depending to the game level environment.

In the meantime, I shall continue with Jojo's texturing and rigging, hope it will be done by this Friday.

Tuesday, March 20, 2012

UPDATE

It's been days.

So here is an update on what I've done for those MIA days.

First, I have drawn a story board for a CG animation for Ms Evelyn's presentation. Here is a digital copy of it.






Then I've continued the game development. I began early visual development of the game and I'll let the pictures do the talking.

a sketch of the how the 'lands' will look like.
a mock up of the early levels in the game, "Jelly Land".

Besides drawing these for the games, the game group further discussed the game in details and hopefully the supervisors will like the idea.

Monday, March 12, 2012

Game Development: Progress

Yesterday a meeting regarding the game development was held. A few topics were discussed

We started off by giving out ideas and simple stories of the games. Here is what we've accumulated:

1. A dog trying to rescue its owner
2. Space ship fight (similar game mechanism to lightopus)
3. Achievement unlocked
4. Roach run
5. Sucker fish cleaning the environment (see http://en.wikipedia.org/wiki/Plecostomus)
6. Mosquito killer
7. Lines (puzzle solving by drawing lines/tools, similar to space physics)

Then we filtered out the better ideas to further develop. We chose Roach run and sucker fish.

For the roach run, we planned that the game will be a survival-running game where you have to find food, avoid threats (humans and lizards) by hiding. However the hiding time is limited, so you have to run again after you've hidden for a short while. Throughout the game players get to upgrade their roaches to overcome the gradual increase of difficulty with each level.

For sucker fish, we could make the fish eat waste products in the given environment in a limited timing. We explored some of the game mechanisms as well, for example if the fish ate toxic substance accidentally, the fish will excrete and the player will have to collect it back before continuing to eat waste products in the environment (thus taken your time used for progress); the fish excretes gold for player to collect in order to purchase upgrades. This game comes in levels too.

Later Christine came in to monitor the outcome of the meeting. She gave some critics and questions to make sure if the ideas are really what we want. She also demonstrated a game called Furmins as an add-on to Yuki's Lines idea. She asked us to do a proper research on the game's target audience as well as the icon of the game., as they are important factors for the game to sell.

I found something that might help this project, so have a look. It's called Game Develop, a software that enables one to design game without any knowledge of programming.


here is a screen shot of the software


Furmins Trailer

Saturday, March 10, 2012

Thursday, March 8, 2012

Game development

And so we were called to form a team and create a simple game. Christine gave us a short briefing on fundamentals of character design as we might need it for the game. Other than that, she also gave a guide on the pre-production of the game, like what is the genre of the game, what is the theme revolving the game, what happen to the characters in the game and who the game is targeting at.

Yuki asked me to check out a game called lightopus. I found this game is very similar to a game called Spore, as it collects stuffs in order to survive. It is very easy to play, just guide the 'organism' called lightopus to collect sunlight and defeat the enemy organism using the 'fish' which follow behind you after you collect sunlight.

Here is a footage of the game.

Nestle AR

We were asked to do a research and ways of how AR can help Nestle. So here we go.

I know Nestle is holding a lot of brands; the brands are products ranging from infant food to ice cream, breakfast drinks(dairy based and non-dairy based) to coffee, performance food to cereals and such.

Since the product varies, their demographic is very wide, which includes infants to adults. Since it's like that, I thought of ideas which are relevant for everyone.

First is the cubes which I posted on the 6th March. The cubes are actually toys, which could be played digitally and physically. However Christine thought it is more suitable for kids rather than infants which I suggested.

Next up, the cereal box. The cereal box have almost no function other than containing the pack of cereals and displaying nutrition information, so I thought the box could be a little funnier than it seems. Maybe a markers could be printed on the box and kids will see something funny inside the box with the help of the proper hardware and software. Christine added on, to put an AR game at the back of the box.

Then I thought about the Milo T-shirts which is given out during sports events. We could print a marker on the shirt, and with some tech equipment and voila! The wearer transforms into a big hulk that represents strength and power. The big hulk could be replaced with other things which is relevant to Milo's marketing strategy. This idea could also be applied to Milo trucks, or even Nestle's catering service trucks.

The last idea from me is to place the markers on the LRT ad boards. Usually people will sit in the LRT and wait for the train to arrive at their destination. While waiting they could 'drink coffee like a boss'. It's actually an animation that triggers when the marker is in view of the tech equipment, and the character in the animation will serve the viewer coffee and make them feel like a boss.

Yup, that's all from me. Hope you find this report helpful.

Tuesday, March 6, 2012

Some cool stuff


The above is about Sixth Sense, where this technology can be the future of gadgets.


Found another cool stuff. Imagine your screen goes fully 3D!

MOAR AR STUFF

As mentioned in the meeting, these are the cubes I was talking about.


As I suggested, the cubes can be a toddler or infant's toy because it's made of plastic and not easy to break and in my opinion it can be made into different shapes.

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muahaha, finally the rig is skin binded, and ready to be animated. however it has imperfections due to my 'pro' modeling skill =.=

Monday, March 5, 2012

Re-rig!


For the last Friday and today I have been re-rigging my character. I found another tutorial which has a simpler controls so i combined it with the tutorial I found earlier.

Now my arms don't have any FK, just IK with rotatable controller to ease my control on the palm. The IK arm alone is good enough to control the entire arm in my opinion. Other than arm fingers, spine and head (which means only the legs!) are done following the 1st tutorial.

Here is how it looks like:


Paint weight here I come!

Thursday, March 1, 2012

it's thursday

yesterday finished the rig, and already been skin weight painted. but the thing is, i do not know how to rig the pants! gah, have to ask kai for help.

anyways, found out a lot of problems with my rig - it's the local rotation axis again. the foot controller is not being orientated, the head is spinning weirdly when trying to move the chest, elbows are not bending smoothly.

gahhhhhhh need to re-rig and adjust some of the modelings. have to learn to be vigilant when rigging next time.