Friday, July 6, 2012

Day 55: More Props

More props done. Now to move onto textures, plus some other tweaks. Then the room textures.

Monday, July 2, 2012

Day 51: Prop Building

Making props, everything is normal mapped, baked from a high polygon model onto a low polygon mesh and is in the Unity game engine. Most are missing textures though, so I still have to make those as well as create more props.
To make:
potted plants, sliding cabinet doors, bed, wardrobe, curtains, sink, mirror, bathtub, kitchen counter and sink,
kitchen islet, windows, balcony door, guard rail, office desk, office chair, pictures, computer, dome light, chadelier, light switch, patio chair, door, shoe rack


Then to texture all the untextured stuff & room textures (floors, walls, ceilings).


Position everything & tweak room dimensions, then bake lighting and hopefully it doesn't look bad.

All this by Friday, go, go, go, go!


Tuesday, June 26, 2012

Day 45: Apartment Blockout

Blocking out the apartment scene using basic 3D geometry. No fancy lightmaps here, just a ton of stuff to do. Everything in blue needs to be modelled, unwrapped and textured, so a lot to do this week.

Tuesday, June 19, 2012

Day 38: More Props

Gotta keep the texturing up to speed with the modelling. Couch, cushion, and vase are new. Table got a unwrap and bake, but needs textures, and the fridge and stove I had from awhile back but they don't have an unwrap yet.

Doing art assets is in my opinion a much better experience than coding - less frustration and neat pictures to show everyone when your done.

Monday, June 18, 2012

Day 37: Props And other pretty stuff

Chairs are pretty much final, gotta do the UV unwrap for the table and fridge and then texture them.

Sunday, June 17, 2012

Day 36: A shiny new look

Lightmapping and Unity Pro is pretty cool. Improved graphics are nice. Still a lot more to do though. And figure out a way to get some dynamic shadows in the interior without using all the lights used for lightmapping and killing the performance.

So GUI, animation (since I'm not quite satisfied with it at the moment), art assets, adding in game logic, etc. etc, learning Unity pro features, ah so much to do.

Tuesday, June 12, 2012

Day 31: An Evaluation of Remaining Work

Well here's the end of month 1. Progress slipped pretty hard that one week ago, but I'll just have to work harder to make up for it. So anyways, now is a pretty good time to step back and figure out what needs to be done next.

What we have now:
- Moving / Pathfinding and navigation, Thank you Aron Granberg, you have made an excellent implementation of A* in Unity.
- Animation, all the animations can be played along with any effects specific to that animation (Fade in/out, rotation of origin axis)

What we still need to do:
- Levels, setting up the level layouts and the underlying flow of things.
- Level graphics, we have the 3d scenes, but they need some polish before going in game.
- GUI, Unity's stock GUI isn't the most user friendly to setup and work with.
- Menus, they are kind of extensions of the GUI.
- Sound, it's been rather neglected, and I don't really have any ideas about it.
- AI, I'm not quite sure what I would be trying to implement.
- Mini games, well these weren't my responsibility, so I suppose all I need to do is make sure they integrate smoothly with everything else.

Alright, well by this list, looks like my next things to do is getting the level layouts up, then working on the GUI and menus. After that, well I'll figure it out when I get there.