Overall, I think our group accomplished a lot of hard work. We
each put in effort to create the entire game. Our group consists of
five members including Brian, Jeremy, Ernest, Chris and myself. Chris
and I were the 3D modelers, Brian was the sound editor, Ernest was
the programmer, and Jeremy was the storyboard writer. As the semester
is approaching to an end, I think everyone did a good job to make
everything look more realistic. For instance, when I am modeling
objects, heavy machinery, and ramps I look at images for references
and I have to make sure when creating the models they look clean and
presentable enough to be put in the game. When a 3D artist models
objects, he should rotate around the object enough times to make sure
that he created each and every corner perfectly. Even though it does
take me a few hours to build each object, I think I am beginning to
enjoy modeling because it this is specifically what I want to do when
I get a job. As I finished modeling an object such as a stack of
palettes, it looked exactly like a stack of palettes because I spent
hours working on that object. Along the way, I know it is taking a
long time to model everything and it does not quite look anything
like a game yet but when this work along with everything else is
completely finished it will look a lot like a real video game and
everyone will want to test play it.
Wednesday, December 11, 2013
Ossman Malik-Thoughts on the Semester
Posted on behalf of Ossman Malik,
In my opinion I think the most difficult part of this project is
programming because with programming you cannot make a single mistake
when writing code. When you debug your code you have to make sure the
code is written perfectly because if there is just even a slight
error in your code the program will not run at all. Also, I think
that programming takes the most amount of time to build a game
because you have to understand where each and every line of code
needs to fit in a proper place whereas, with any artistic jobs in the
field you are given more creative freedom such as animation in which
you have to see how to get the pixels moving frame by frame in order
to get something like characters moving in the game, or even sound
because with sound all you would really need to do is get the
appropriate effects into the specific enemies, character, or objects
and you would need to edit the speed of the sound. For instance, you
need to make a splashing sound if a character jumps into the water.
The splashing sound should last about 3-4 seconds, or if the
character makes a smashing sound the smashing sound should be about 8
seconds. Overall, when we get into next semester I am hoping that
when we are working on our game we will have all the models put into
the game and the game will start looking like a real game when we get
closer to the finishing touches.
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