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Hey look, it's Saturday! Again. So soon.
Like I wrote on Wednesday, I've been working on character concepts in photoshop as well as doing Failton stuff. However, for an unknown reason, Blogger is rejecting every one of my image uploads today.
I don't know if it's a general problem on their end, but I've tried several different file types, as well as the URL feature to attempt to link from Photobucket. No cookie. Pretty annoying, but hopefully it'll be fixed soon. I'd hate to have to try to migrate all this stuff to another blogging site. That would suck.
So, I apologise for the failpost - but there really isn't much to say without any pictures to talk about. I have started a little side-project building a small, detailed map in the UDK to use for my personal portfolio. It might find its way into a Failout level as some sort of terraformed area.
So anyway, hopefully things will be back to normal on Wednesday, and I'll be able to post some nice, shiny pictures! I better see you then! Or I'll cry. Copiously.
Showing posts with label Stuff. Show all posts
Showing posts with label Stuff. Show all posts
Saturday, 22 January 2011
Saturday, 18 December 2010
Day 80
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Hello again, peoples of the internets.
Since Thursday, when the last post was (belatedly) put up, I've been carrying on with animating the stuff needed for the trailer. Today I also did some other stuff in the UDK so that there was something to take screenshots of, but this post is mainly about the decision I've come to over Failton. Earlier it took me 30 minutes to build the lighting on that map. A new record! So I've decided that it's definitely going to need to be split up into different zones.
Taking the area I've already built on as the central zone, I'm going to surround each area with post-Epic Fail junk walls, as if the survivors has closed off sections of the city. This will allow me to build each area as a different map, and cut down the stress on my PC. Hopefully, the player experience won't be completely fluffed up by this, as I'll do WHATEVER IT TAKES!11 to make sure the transition between these zones is nice and smooth.
So, this shows the central zone, which includes the Puka-Cola factory. You can also see the boundaries for the other buildings I'm going to put in from the sections of pavement (sidewalk, for you Americanists) that I added today. I also had yet another attempt at getting the lighting right in the factory, but the changes are minimal - so I won't bother showing that.
Stay tuned for another update on Wednesday, when it'll be the Christmas holidays. Wooo!
Hello again, peoples of the internets.
Since Thursday, when the last post was (belatedly) put up, I've been carrying on with animating the stuff needed for the trailer. Today I also did some other stuff in the UDK so that there was something to take screenshots of, but this post is mainly about the decision I've come to over Failton. Earlier it took me 30 minutes to build the lighting on that map. A new record! So I've decided that it's definitely going to need to be split up into different zones.
Taking the area I've already built on as the central zone, I'm going to surround each area with post-Epic Fail junk walls, as if the survivors has closed off sections of the city. This will allow me to build each area as a different map, and cut down the stress on my PC. Hopefully, the player experience won't be completely fluffed up by this, as I'll do WHATEVER IT TAKES!11 to make sure the transition between these zones is nice and smooth.
So, this shows the central zone, which includes the Puka-Cola factory. You can also see the boundaries for the other buildings I'm going to put in from the sections of pavement (sidewalk, for you Americanists) that I added today. I also had yet another attempt at getting the lighting right in the factory, but the changes are minimal - so I won't bother showing that.
Stay tuned for another update on Wednesday, when it'll be the Christmas holidays. Wooo!
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