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CAGD 373 Week 3 Sprint Review

 




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CAGD 373 Blog Post 4

This sprint I was assigned a modular set to create the basic interior rooms out of, with three different textures for the walls. (a Square Brick Texture, a Cement Texture, and a Metal Wall Texture) The actual modeling itself was as basic as it gets, I just made a few different shapes and sizes of wall along with a doorframe, with a couple floors and ceilings to complete the set. The interesting stuff this week was the textures, all of which I made in designer! The brick texture was probably the most complicated, and the one I’m most proud of. Starting with a brick generator, I used some gaussian spots to add some variance to the shape of bricks (using the spots to “cut out” chunks of the perfectly square bricks) and that worked pretty well! After that, I used a grainy looking noise map to fill in the black part of this mask to add in the noisy texture of mortar between bricks Next, to add some color variation to the bricks, I used a flood fill node, which was able to identify all the...

CAGD 370 Blog Post 5 - Final Sprint and Postmortem

  The Final Prototype is officially done! And this final sprint has definitely been the most intense yet. While not perfect, I’m very happy with the game that me and my team have made, and I feel a lot of motivation to start a brand new project! But before I get ahead of myself, it’s a great time to reflect on the last two weeks and this project as a whole. To start off our final sprint, I once again made adjustments to the pole vaulting. I made the impulse of the vault scale with how close you got to the pole, which meant that not only could the player not get an immense movement boost from a standstill, but also that there was now a “sweet spot” to aim for to get the most vertical height out of the vault. To help players seek out this sweet spot, I also took the time to create a charge-indicating progress bar next to the player that would fill up the closer they got to the sweet spot. The bar progressively fills as the player approaches the sweet spot After this, my lead de...

CAGD 370 Blog Post 1

  In CAGD 370, my new group and I have just started working on a new project currently titled Thunder Vault! It’s a 3D Platformer where the player has to rely on their pole vaulting skills and momentum-based physics to clear levels as quickly as possible! Andrew Kostlan is the Lead Designer, Anish Neupane is the Producer, and I am the Programmer of this project. In our first 2 week sprint, We’ve set up our backlog, developed and tested our paper prototype, and created our Unreal Project File and set up Github Version Control from within the project! As the Programmer, I was the one to set up the Unreal Project this week. I chose Unreal Engine version 5.5.3 since it’s the latest release, so that we’ll have access to all the latest features during development. The next thing I did was set up Git Version Control within Unreal. I recently purchased a new computer, and didn’t move over anything from my old machine so that I could have a fresh, uncluttered start. A consequence of this th...