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What did we do this week? (Jul 15th 2021)


Fei : I created a new personality for Tybalt Von Badyke, along with a new mission, where I show off his new animations, and applied his new craziness through his new dialogs.

I've also added Optrellian's character development with a Cinem mission.

I polished the first SFS Pro match with the Acid Frog, adding a new music, some new sounds like applause booing, and laughing crowd noises.

I added new Triggers for the new area. Now upon touching certain triggers, the world's sky lights and reflection maps will be updated gradually, and triggers can also change smoothly transition one music to another.

I fixed the BeatSyncManager which fixed the glow flickering effect on character's outfits, I improved the map zoom.

I polished the first Dream scene and started working on the second Dream, which is an introduction to Combat.

I sculpted, retopologized, unfolded Uvs and did the materials of a new mysterious Alien character, and a new enemy Alien character.

Tweaked some Combat Camera. Added the Plasma Poison system, with Particle Effects and randomized explosion on finger snap + variable sounds.

Added enemy UI HP bar, started to implement basic AI.

我給了泰巴爾建了一個新的個性,以及一個新的任務,在那裡我展示了他的新動畫,並通過他的新對話對應他的瘋狂的個性。

- 增進奥崔利恩的關係的電影院任務

- 打磨了第一場與爆走毒蛙SFS Pro比賽,在之中加入新的音樂、聲音例如人群的笑聲

- 為新區域添增新的觸發器。現在接觸某些觸發器後,天空的光線與反射地圖將逐漸更新,也可以平滑地切換到另一首音樂。

- 修復了 BeatSyncManager,這個影響到角色服裝上的發光閃爍效果。

- 改進了地圖縮放問題

- 打磨了第一個夢境,並開始製作第二個夢境,這邊會介紹戰鬥系統

- 雕刻、重新拓樸,展開Uvs,並製作了一個新的神秘外星人與外星敵人的材料。

- 調整一些戰鬥視角

- 增加了電漿毒藥系統,隨著彈手指後,伴隨具有粒子效果的隨機爆炸與可變聲音。

- 新增敵人血量UI,開始實作基礎的AI


LEO : These past two weeks I've finally managed to finish the setup for all the grind colliders in the new area, although there are still more tedious and boring work to come for when I will implement them into Unity.

I started working on native mesh, which are huge meshes in the game like the ground and wall efc. I need modify their UVs before I can put them in the game.

I've also created new rigs for the two new alien characters.

In this game project, we have a workflow for character creation where Feili design and make the models then I make the rigging then I give it back to Feili so he can create the animations.

Rigging is about setting bone, joint and skin weight on characters like real human body. It allows models to move however we want. It's a very technical and easily overlooked part of 3D animation work.

I used to work in the rigging department of an animation company so I am very familiar with it.

LEO : 這兩周我終於完成了新場景內一大堆滑行路線的設置,雖然把他們放入遊戲引擎中還有許多大量且重複的工作要做。接著我開始進行大片區域的貼圖整理,例如地面,牆壁等等大片的貼圖都需要先經過UV的處理才可以使用。期間我也進行了兩個新腳色的骨架設置,在這個遊戲專案當中,所有腳色的製作流程都是由Feili進行設計與製作模型,再由我進行骨架的設置在交還給Feili製作動畫的工作,所謂的骨架設置就是在腳色身上綁上像現實人體一樣的骨頭跟關節,讓他們可以像人體那樣的運動,這是一個比較容易讓人忽略的製作環節。之所以由我來進行這部分的工作是因為我曾經在動畫公司的相關部門工作過所以對這方面相當熟練。


Yang : Lots of translation works besides daily work like contact this two week.

The modifying of SFS 3rd race is focusing on reducing the difficulty and letting players easily keep speed during the race. So there'll ben't tons of jumping from grind to grind. and it still needs to be tested.

最近都在把新的任務對話翻譯成中文,並且處理公司日常聯絡事務。另外SFS PRO的第三場的比賽也完成路線修改,由於是玩家進入遊戲後的第一場SFS比賽,主要目標是降低難度,並且在比賽中容易保持速度。所以修改後沒有一大堆考驗跳躍繩索的檢查點,是否為最終路線還是要經過測試。

What did we do this week? (Jul 15th 2021)

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