IGB300 Weekly blog

Time:

Week 7 Scrum meeting: 6 hours

Week 8: 8 hours

Week 9: 10 hours

Week 10: 12 hours

Week 11: 12 hours

Week 12: 12 hours

Semester 2:

Week 1: 12 hours

Week 2: 10 hours

Week 3: 12 hours

Week 4: 8 hours

Character weight painting: 3h

Finding issue to problem:30min

Attempt to fix problem - De-skinning, Edge-looping, Weight Painting: 5hr

Week 5: 9 hours 20min

Looking up solutions: 30min

Finishing up and testing weight paints (Smoothing): 30min

Re-topologising attempt 1: 1hr

Retopologising attempt 2: 2hr

Checking topology: 10min

Creating Skeleton rig and parenting: 2hr

Creating IK-handlers and constraits: 1hr 30min

Weight Painting: 1hr and 30min

Getting feedback on solutions: 10min

Week 6: 5hrs

Playtest: 2hr

VFX: Dash and Fire - 2hr

Pitch: 30min

Meeting 30min

Week 7: 5hrs

Playtest: 1hr

Meeting: 1hr

Character Rigging: 3hr

Week 8: 9hrs

Unreal Engine fixing: 4 and a half hours

Fire fixing and tinkering: 3hrs

Playtesting: 1hr

Meeting 1hr

Week 9: 11hrs and 15min

Earthquake: 2hrs

Lava: 7hrs

Meeting: 2hrs and 15min

Week 10: 16 and a half hours

Flare: 1 hrs

Cloud Trail: 1 and a half hours

Footsteps: 2hrs

Punch Effect: 4hrs

Poof: 4hrs

Splash: 2hr

Sprint_Run_Effect: 2hrs

Week 11: 16hrs

Projectile: 5hrs

Shock wave: 2 and a half hours

Tornado: 5 and a half hours

Wind: 3hr

Week 1:

Game Ideas:

Game Ideas in Lecture:
Week 2:

Paper prototypes:

Map and models for paper prototype:

Research of type of games (references):

Shinobi's Legacy:
  1. Shinobi (1987):

2. Ninja Gaiden (1988):

3. Ninja Gaiden 2 - Razor's Edge (2012):

4. Naughty Bear (2010):

Testing mechanics in Unreal (Learning the engine to see if possible to develop game):

Basic map/scene development:
Improvements to map/scene development:
Asset placement in main map/scene:
Learning and implementing blueprints for character movements and animations:

Flushing out game ideas, mechanics and story (SL):

Shinobi's Legacy (16+):

(Poison, Wizard, Mountain) Shinobi poisoning game which entails Magic, weapons and Chakra to do assassination missions.

Story: You are assigned missions to complete in order to bring fame and wealth to your clan. Your clan was attacked and destroyed when you were young, so you now fight to find who attacked and to bring vengeance and honour back to your clan. The only ones who know of the history of your clan are the black merchant guild. They are a powerful force in which it would be foolish to combat against. Should you desire for revenge. You must be a Wolf in which it hides its fangs, preparing to strike when it's most Ideal.

Mechanics: Sneaking around maps and gathering knowledge on enemy positions. Use terrain and appropriate timing, as this will help aid in your missions. Should you find yourself going to direct combat, this would be ill advised. As you are trained in stealth and assassination arts, not swordsman ship. You know how to counter and do some attacks, but it is heavily advised to do what you specialize in. Assassinations. Such assassination methods can be: Poison, toxic smoke, back stab, disguise kill, and many more.

Dark Ascension:

Story: You were one of the worst existences that were ever conceived unto this corrupt world. You found that your existence has been deemed evil and void of all good. But you find yourself questioning these beliefs as you begin to peer into the reality and truth of the world. Questioning purpose itself and believe that if one should hold control of their fate. "It should not be the world, it should be I". You now have found yourself given an opportunity to change your fate through the world orbs manipulation. You can use these to go down an even more corrupt and vile path. Or prove those wrong and ascend to role of just and righteous as you cleanse this world of true evil. What path will you choose?

Mechanics: You are playing in a 3rd person point of view. You have a basic understanding of martial arts and slight low level magic abilities (Which you choose affinity at start of game). The player can gain exp from killing enemies and completing missions. The player will use these exp to unlock or upgrade specific skills in their Affinity tree. The trees to choose from are: Demonic, Mortal, and Divine. These skill trees can only be unlocked from interacting with the world orbs. The map the player choose between 3 options. 'Cleanse', 'absorb', and 'leave alone'. Once one of these options are picked, it is irreversible. 'Cleanse' unlocks a point for Divine tree, 'absorb' unlocks a point for Demonic. And 'leave alone' does nothing. The player will unlock the mortal skill tree by sacrificing varying levels amounts of EXP. This causes the player to not be obliged to choose those two options as they can still progress through the game, although with more difficulty attached.

References:

Fable (2004):

Fable(2004)

Fable 2 (2008):

Fable 2 (2008)

Skyrim (2011):

Skyrim (2011)
War of Steel:

Story: You’re a soldier on a mission. The home world has deemed you the hero they need to help rid the world of Xeno scum. It is our mission as people of planet 'Radi' to protect our people and solar system. You come from a lineage of generals and war heroes. It is your job not to taint that image with failure of any sort. It is your mission to be perfect. Civil. And absolutely the best Radi this sector of the solar has ever seen. GOOD LUCK SOLDIER!

Mechanics: You control a squad of varying number of peoples. These people each carry a role with them. Some roles can be unique or very important to a mission. Your goal of the game is to use this squad and complete your assignment missions. Completing missions provides you credit, used to enhance and improve your squad. These enhancements can consist or private or public. Private targets a role type and public is more abilities that affect the team entirely. These public enhancements can also be an activate based or passive.

We aim for the players to explore and attempt variety of different play styles and combos to complete missions. We also want the player to understand that each role has it's own strengths and weaknesses, just like enemy types. And lastly, we want the player to explore terrain and advantages of the map types. This is to create an engaging and interactive game in which the player will enjoy.

References:

Brother in Arms - Hell's Highway (2008):

Brother in Arms - Hell's Highway (2008)

Call of duty World at War (2008):

COD World at War

Wolfenstein (2009):

Wolfenstein
Week 3:

Story Board:

Research on Environment triggers:

Concept art (Colour change):

Art Style:

Mood Board:

Map Design:

Research:

King of the hill:

• Goal of the game:

â—‹ Knock other players out of the battle arena in order to win (Be last standing)

• Events or triggers in the maps:

â—‹ Slide event from water

â—‹ Obstacles placed around map that cause player to ragdoll - Hammars, logs, electric fence, etc.

â—‹ Large quantity of creatures or entities charge across map

When the match round has continued for too long, players knock back will increase as time progresses after a certain amount of time (after 180 sec).

Week 4:

Map Design:

Play testing:

Play test feedback and application

Persona
Ragdoll when triggered with explosion

Week 7:

Logo Designs:

The idea was to try and convey the main message of the game. Team discovered that these logos look more like banners for mini-games, rather than logos. I realized that I incorrectly portraited the images as they don't give a clear image as to what the game is about. Image on the left is too strong in colour and texture and makes it hard to figure out what the goal of the game is. While the image on the right looks more like a wrestler only. Should add more details to the magic component. It clearly shows that it is exaggerated and comedic.

Making separate model parts for Items (Helps with customizable animations)

These are assets I made during the 2024 Ubisoft game Jam. When developing these assets, one of my team members requested that I make all the items separate. At first, I was unclear with why as I was used to making objects that were entirely one Object. He explained to me how it'll work in an animation sense. This then helped me figure out how we can design the dolls. Instead of making all the completed doll models, I can work on their main customizable aspects (Eyes, clothing - Hat and body outfit). So, this will help with the development process greatly. See below for example:

Each outfit has it's own style theme. Instead of creating each one individually, I can just create the main changeable components (Hates, Eyes, body outfit).
Research on how Power ups affect gameplay and the types of power ups that exist.

This research showed how to balance and implement a power up correctly. It showed that even with an exaggerated game like ours, we need to consider what we are implementing and how it'll affect the overall gameplay.

Level designs:

There will be an over-arching theme given to sets of map. This makes development smoother as we can now aim to simply design maps with similar designs and key event triggers. This causes production to hasten as we now don't need to develop 8 different themes and map interactions. For example, we have a frost theme map. We can now build 6 variant designs of that map with the same stage interactions occurring.

Similar map theme with slight difference (Mainly in lighting)

These are a series of maps from a game called Happy war. There maps work off a set of themes with each having a different time of day and design to the map. The morning map and night map have the same underwater theme, but completely different designs and layouts. This is something that we are aiming to do as well. Just without the idea of time of day out.

Issues that occurred:

Computer corrupted :(

Week 8:

VFX:

Snow and glow effect:
Can't have gifs, so took screen shot of the gifs

Reference videos:

Week 9:

Asset Development:

Launch Pad:

Launch_pad

Log_Trap:

Train:

TNT_Barrel:

Wand:

Cannon:

Elixir_Asset:

Man_Hole:

Week 10:

Rigging character:

Manually adjusting the skeleton and bone placement (New to this):

Weight Painting character:

Weight painting the character - New to this and had to research how to do this effectively:

Errors that occurred:

There were a large number of times where the vertex where just janky

Week 11:

Re-Weight painting:

UV-unwrapping:

VFX creation:

Attempting to change 5.4 changes to 5.3:

Had to change the VFX

VFX - Portal:

UV-Unwrapping:

Re-Rigging and weight Painting (I hope this is the last time.):

What went wrong?

UV-Unwrapping (WHY DID TRI APPEAR?!?!?!?):

When UV-Unwrapping. it said it had Tries. now it doesn't. I don't understand MAYA!!!

The Spine....

Semester 2:

Week 1:

Inspiration:

Little big planets main character

Character model and outfit modeling

Making the base model with the key body parts

Weekly Summary: I have begun working on new character designs. Over the holiday, i was working on a new character design and found that it still didn't suit the overall design we desire. I began on this new design and through development, I consulted with the initial character designer for the form he was looking for when it came to drawing the character. We came out with a more chi-bi looking character with a pot belly. This aesthetic matches the cute doll like that our team envisioned. Overall, the new character design was a success. The team has approved of the characters base design and outfits. Eyeballs are still unsure on the process, but we will figure that out after rigging is complete. Next week, we begin character rigging.

Week 2:

Links:

https://help.autodesk.com/view/MAYAUL/2025/ENU/?guid=GUID-6CAEA6C2-D4F9-422D-8E0F-522171B47C35

https://www.reddit.com/r/Maya/comments/11sl4eb/complete_character_modeling_and_rigging_tutorials/

Character rigging and skeleton modelling:

Skeleton_rig_with_Constraints

Gifs:

Weekly Summary: During this week, I began the process of building the skeleton rig and applying it to the character mesh manually. This is a process I was not taught and had no prior experience in (Manual rigging). I went searching for videos and had no luck as all were based on Quick Rigs. This wasn't helpful as due to my mesh being unique and different from the standard Bipedal characters. It won't match as easily. So I made an attempt at going to social media posts which explain the process. It was useful as I found shortcuts, but due to them using old versions, the layout was different. So, although following steps were difficult, I just had to find what they were referencing. Once that was established, I could progress. it all seems to be working, so now I need to begin the weight painting process.

Week 3:

Weight_Painting

Weight painting

Weekly Summary: When it came to weight painting, I found there was alot of areas that needed to manually be modified. This could be due to the odd geometry of the mesh for the character. Overall, the process was a mixed experience as it was heavily time consuming. I found that there where odd times where I had to figure out how the mesh should be painted and how it should be smoothed to cause easy deformation of the mesh. Now that I've completed the character, I've noticed that I didn't apply constraints on the arms. This is coming back to be a crucial mistake.

Week 4:

The image with slight improved Mesh
Looking at the topology of the mesh. It's bad
Added extra poly count to make the animations more clean.
Finishing the character rig and working on weight painting
Terrible geometry later in development.
Before the random issue appeared.
After the issue/bug appeared
The normal weight paint when first applied

Week 5:

From week 4:
Attempting to repair
Re-topology attempt 1: Bad results
Retopology 1 - continuation
Re-topology 2 - Much better
Retopology 2 - Much better (Un-smoothed)
New character look
Better looking character - looks like bean bag
Changing the stretch of the character:
Wide Bean Bag Boi
Skeleton Rigging
IK-Handlers - Joint Controls
Weight Painting
Weight Painting 2
Weight Painting 3
Skeleton Placement
IK-Handler testing
Check skeleton placement
The issue
The issue 2
The issue 3
The issue 4

What happens next?:

Listening to Xanders Advice. I will quick rig and then go through the character rig and modify it manually (Sorry if name is spelt wrong).

Week 6:

VFX Design:

Fire:

Dash_Mechanic:

Character_Rigging (Auto_Rigging):

Painting
This is the Ragdoll that was auto rigged by scrapped

Week 8:

Fire Fixing and Tinkering:

Fire Nodes
Fire_Random colouring

Playtesting:

Playtest sheet:

Week 9:

Earth quake:

Earthquake

Lava:

Lava Nodes

Lava Rock Textures:

Lava Ripple effects:

Lava Colour:

New lava modified in scene:

Lava in scene:

Week 10:

Flare:

This was the flare generation:

Cloud Trail

This is the Niagara system that generates clouds and this is the static mesh that is references - Had to learn about how you can reference a mesh instead of a 2d image (Thank you Nathan you legend)

Footsteps

This was new to me and required me to get assistance from Nathan Poulton for the Cascade Particle System:

Punch Effect:

This consists of the nodes and material references in the nodes:

Poof:

The materials and nodes broken down:

Sprint_Effect: 2hrs

Sprint Effect Visual design:

Week 11:

Projectile:

This is to make the projectile effect for the explosion and trail of specific powerups

Shock Wave:

Flame explosion effect - Broken into 3 parts - Radius and growth effect, Material, Direction

Tornado:

Making of the debri and the wind effect - Broken into a total of 5 parts - I wanted to die with making this one. Fun, but broke so manyyyyyyyyy Times.

Wind: