Alright, upon reading last week’s comments, there seems to be a rather significant amount of confusion regarding the progress and work flow of LexiConquest, so we’d like to take at least a bit of our Group PPJ to eliminate this apprehension and to assure that, despite a bit of chaos, we totally have everything under control.
Probably.
COMMENCE…THE WALL OF TEXT!
Anyway, the work has always been divided into two factions: character development, and everything else. The character development part is the one character each person is responsible for from top to bottom (with one exception being Tracy, whose “character” is actually the game’s set of 5 proposed spell cards), which includes modeling, texturing, and rigging. So, for example, Hessam’s character has always been Robin Hood, and as such, Robin Hood’s model, texture, and rig were always his responsibility. A few marked exceptions to this rule exist, such as Ben trading Tin Man’s rig for modeling King Arthur’s head.
Though character set-up is admittedly not everyone’s forte, everyone is at least experienced in this field, and as such, this division of labor allows for a greater, more extensive creation of assets that is necessary to fully convey the ambitions of LexiConquest. Did we take off a big bite? Certainly. Is it more than we can chew? Stay tuned, we’re still chewing.
Difficulties have of course arisen, as has been reflected by the generally behind Gantt chart, which we have spent some time updating and smoothing out. Most notably are the challenges regarding rigging our characters, which we allowed 1 week for in the beginning of the term. Clearly this is not any of our specialties, and it took a bit more time than anticipated; somewhat extensive research was unfortunately an unavoidable aspect of this step. As such, we have had to push back on working on Animation (a comparatively simple endeavor, save perhaps the attack animations). However, as a general assessment, these rigs have evolved impressively and should suit us well for what we need to animate for our project, and will undoubtedly be completed this week, with animation to begin shortly after, and hopefully be completed shortly into Term 2.
So far, we’re incredibly pleased with the output.
Of course, that leaves of the other faction of work: individual talents. The second portion of each member’s workload pertains to their specific skills:
- Ben- Basically, double the character work. Ben is the only team member with two complete characters to make. However, his other duties are comparatively light.
- Lauren- Resident artist, Lauren is responsible for the game’s look and feel, which spans across the card fronts and menus.
- Mike- Content developer, Mike is also responsible for creating “The Library”, the game’s setting, as well as the library’s book/quiz content
- Jason- Tech guru, Jason develops the physical game station, along with its touch screen and glyph tracking properties.
- Tracy- Game code and flash developer responsible for the game’s structure. Also helps to develop the technology.
- Hessam- Web guy. Hessam is responsible for the creation of the LexiConquest website.
If all of this seems to be a bit like Week 1 déjà-vu, we apologize but it seemed necessary to summarize once again and reassert the structure of our project and assure the faculty that yes this process is still working.
Now onto the new stuff:
LexiConquest makes use of a wide variety of characters from different genres and brings them all together into one game. Now you’re conscious of how Lauren and Ben worked with the other modelers to create a somewhat consistent look artistically, but what about scale? Properly working rigs (it’s hard to scale those suckers!)? Consistent perspective for animation?
Introducing, “THE LIBRARY FILE”. The Library is our set-up and organizer file, with locators to represent where each character will be standing within the Library Arena according to our turn-by-turn tutorial and their perspective cameras, through which we will see them use their attacks/ experience other canned animations.
This is going to be our hub, and will be amazingly helpful in creating a believable, coherent project. By creating this, the character artists will be able to make sure the scale of their character is correct in respect to the environment and other characters, animate based on these placements, and that their placement will be accurate throughout the match.
We are well aware that there is nothing real time about this game, and instead of lamenting it, we’ve embraced it as an opportunity to “cheat.” The original idea was to simply render out of individual cameras from individual character files from an overhead perspective, and to move around and scale the movies in the final flash file so that they’re standing more or less where we want to. The problem with this, then, is that we lose so much of the beautiful detail that we achieved with these characters. By using the Library file, we are going to be able to render out character animations with alphas so that the perspective is more appealing (compare to that of your average RPG, with two rows of combatants facing one another), and the characters seem to be in the same environment. Since we will all be using one camera, consistency is obtained. For more specific animations, like attack use, we will use camera cuts that focus solely on one character as to create more beautiful compositions.
A side note as to scale: we’ve decided to take the “Smash Brothers” approach to scale. For the uninitiated, Smash Bros. is that stellar Nintendo fighting game where Nintendo characters duke it out. Here we see the likes of Pikachu and Link duke it out. Now, in their respective game worlds, Pikachu is a mere 3 feet compared to Link’s 6 or so. In Smash Brothers, however, the difference is far more negligible to create a more fluid game world (why is that grown man fighting that overgrown rat?). We’ll probably do something similar. That is to say, in the “real world” a Tripod would probably look like a skyscraper next to Tiny Tim, but for the sake of our game, the scale will be much closer (probably something like 1:4).
While, we’re on the topic of Smash Brothers, we have a narrator-like voice that we will be implementing into our game, so when you play Tin Woodsman, you can expect to hear an enthusiastic “TIN WOODSMAN!” announced. We’re all sorts of nerdy excited.
Other than that, work continues. We knew term 1 would be the term of asset completion, and so far we’re doing well with that. Rigs near completion, and animation begins shortly (if not immediately). As rendering begins, we frantically go to work on creating the game’s shell and producing the physical cards. The individual break down:
Ben- Tweaked and completed textures, completed Tralfalmadoran Rig, and made big progress in Billy’s rig.
Hessam- Finished up the rigging for Robin Hood, and refined its functionality, and work on the functionality of the website as well as building the architecture mentioned on week 2 in the CMS.
Mike- Finished rigging/weighting Tin Woodsman. Finished the layout of the “Library” and created all the locators and cameras to be used for animation. Began working on bringing quiz questions together.
Lauren- Unwrapped and exported Robin Hood’s sculpted assets, adjusted weights for Tim, and added leg braces to the model. Also spent a good deal of time learning ‘Shave and a Haircut’ and finishing hair for Tim.
Jason- Model/texture front desk and desk lamp for library. Rig and texturing of tripod. Electrical ’sim’ for tripod probes.
Tracy-Continued work with Deus Ex Machina, Graveyard Daemon, and Frankenstein’s lightning. Began research of gaming code from past projects and Rosenzweig’s “Game Programming University” text.
Time Breakdown:
Total hours worked by the Biblionauts this week: 143
Ben: 30 Hours, 21%
Jason: 27 Hours, 19%
Mike: 25 Hours, 17%
Lauren: 23 Hours, 16%
Tracy: 20 Hours, 14%
Hessam: 18 Hours, 13%