Tuesday, February 28, 2017

Team PPJ 2/22/17 - 2/28/17

This week, a lot of progress was again made on the hero assets as well as the outside environment. The ball now has a new model, the player tools got some new glowy textures, and the outside environment has some fancy new updated buildings and arena seating, complete with an audience. As well, the scoreboard was updated to actually display the proper score.

Tool model: texture 1.0

Ball 2.0

Gravity whip idle anim

Gravity whip extend anim

Gravity whip retract anim

Gravity whip hold anim

Shadow circuit square format logo

Simple cyberpunk buildings

Arena seating 1

Arena seating 2

Arena seating 3


On the coding side, the AI was worked on to improve how it determines when/where to swing the whip. This resulted in the AI actually scoring on a couple of occasions, but there were some hangups and bugs that arose.

Pros:
  • Lots of tangible visual updates
  • Continual AI iteration
Cons:
  • Some visual elements are falling behind
  • AI bugs
  • Some members had git/build issues :(

Daniel Ingman PPJ 2/22/17 - 2/28/17

This week, I made significant progress on the tool textures. I set up a material in Unreal that will allow me to just plug in the various maps for each object, and while it's still a bit rough it's good for now. It will definitely need some updates to really push it to 110%, as the current material network is pretty simple.


The applied material

The material network

Next week, I will finally take care of the AI model. We've had some updates planned for it for a while now and I've been neglecting it.

Pros:
  • Good progress on texturing
  • Nice, clean poster
  • Gantt updates
Cons:
  • Still didn't work on the AI
Total time spent: 20 hours
  • Tool texturing: 10 hours
  • Showcase poster layout/updates: 6 hours
  • Housekeeping: 4 hours
    • Gantt updates
    • Steam page updates

Monday, February 27, 2017

Tyler Schacht PPJ 2/21/17 - 2/27/17

This week I was working on the logos once again.  Stefan gave me some insight on the square design and then gave me some tips that I could try.  Aside from that I worked on some buildings that will be far in the background.  Mike Cancelosi also had me create some 3D text models, so I had to find a font that was 100% free and the numbers would read well at a glance.


Total Hours: 5 hours
- Logo Redesign: 3 hours
- Buildings: 2 hours

Positive: I think the logo is much clearer and ties in a bit better with the horizontal logo.
Negative: I really need to do more work.  I feel like I do a lot more until I write it down on the PPJ.


Cory Zicolella PPJ 2/21 - 2/27

Well, this week, on account of a crit that I got from some team members, I went back and revisited my model to alter it so that it seems actually like a stadium, and can fit hundreds of people.  Similarly, the upper part of each uncurved segment is supposed to hold an Ad in our game world, so I designed sections for two ads on each straight segment.  For the curved segments, I simply loaded it with seats.  I also had to create staging for each set of seats so they simply weren't floating.  I made the creative decision that since it is futuristic, and also not the exact focus of the game, there isn't a need for stairs or a elevator or anything.




This will be layered three times as before, complete with stadium lights and florescent lights where needed.  Hopefully this will create atmosphere, light the area, and also make it easier (see: less work) to make background buildings.

I also collaborated with Dan on fixing up the gantt chart to accurately reflect where we are, update it, remove things that were axed, and also plan ahead to next term somewhat.  Once we discovered that the milestones actually had a percentage complete value in them, we jacked all of  the ones we've passed to 100%, so now the pdf version states we are 72% done, which is nicely on track for next term.

Cancelosi 2/21/17 - 2/27/17


This week I continued work on the ball remodel. I had to retopo in Zbrush which took a little while. In Maya, I tried to subdivide smooth but when creating the loops for the edges it got real complicated. Unfortunately I continued slicing almost until the end, when I realized the model was too many polys and whose edge flow became confusing. So i decided to just soften/harden edges in Maya. I wish I had done it earlier as it looked completely fine and kept ideal edge flow.
Retopoing in Zbrush

Finished Model


I also made the scoreboard actually display the score. Tyler created the models for the numbers and the score works up to 99. Also the center rim of the goals now flash when a goal is scored.



I changed the VFX back to utilizing the ribbon trail. I agreed with the comments from the last WIP and felt the ribbon was a better way to see ball when it's moving. 

Lastly, I implemented sounds for some of the basic SFX like the ball hitting the wall and the whip detaching. Because some of the coders were working on our game state/ game mode, I couldn't implemented sounds like round started as we are working out the flow of the game mode from elevator to the arena. 


Pros:
The ball model is finally done!

Cons: 
I wasted a lot of time doing something I ended up not using.

Hours Spent :  25? 




Andrew DiNunzio PPJ 2/21 - 2/27

This past week, I worked with DiLucca to get the AI to swing the gravity whip on a circle on a plane dictated by 3 points: the AI position, the ball position, and the target position.

Later, I worked with Johanna to get the AI to let go once the ball's velocity was approximately pointing towards the target.

Throughout the week, I've also been continuing my RL / machine learning studies, but that has slowed down a bit.


Time spent: Total: ~18 hours

  • 10 hours -RL / machine learning studies
  • 8 hours -AI swings the ball and lets go when near target


Pros:
  • AI actually scored a couple times
Cons:
  • AI may get stuck in infinite loop of swinging in circles if it never finds a "satisfactory" opportunity to let go
  • AI does pretty well when the ball approaches from the sides, but when the ball is above, the plane that is created is almost vertical, which creates a very bad circle of points - it should have a separate case of generating spline points in a different way when the ball is above it
  • I wasn't feeling well on our second meeting day of the week, so I left early.

 

Ryan Badurina PPJ: 2/22 - 2/28

This week was more of a slower week than the last two, but it still gave fruitful results.  With animations for the whip tool complete, we can bring the game to life a lot more than with a static tool mesh.  And unlike last week, I actually was able to record the animations into GIFs!


SC_WhipTool_Anim_Idle:  I wanted the idle animation to bring life to the tool, almost make it sentient and sensing its surroundings.



SC_WhipTool_Anim_ChargeInitial:  This animation plays once you press the trigger and shoot the whip out to grab the ball.


SC_WhipTool_Anim_ChargeHold:  While you are holding the trigger / wielding the ball with the whip.  I wanted to created something that looked like the whip is constantly unstable and would break the tool.  This animation kind of needs more refinement, but I'm currently happy with the current results.



SC_WhipTool_Anim_ChargeRelease:  This animation happens once you let go of the whip and ball to aim directly at your opponent.  I mentioned with the ChargeHold that the whip kind of acts unstable, so the goal with this animation was to release that energy in a contained environment, then reset back to normal status.


Here is an Ionizer Animation.


SC_Ionizer_Anim_ChargeInitial:  Similar concept to the Whip Tool ChargeInitial, but the only difference is the rotation speed of the two sets of wheels.


Time:
  -Weekday Meeting(s): 1.5 Hour
  -Weekend Development Session: 4.5 Hours
  -Whip / Main Tool Animations (Continue):  4 Hours
  -Animation Blueprint Setup (Both tools): 3 Hours
Total Time: 13 Hours

Pros:
  -Animations for the Whip Tool are done and imported into UE4.
  -The Animation Blueprints work similarly to regular Blueprints, so it didn't take very long to adjust from Standard BPs to Animation BPs

Cons:
  -The Animation Blueprints for both the Whip Tool and Ionizer are somewhat incomplete.  I'm unable to fully understand which Blueprint Node will allow me to get the transitions working for "Trigger Pull" and "Trigger Release," as the animations need to play once the trigger button has been pressed/held down.  I need to talk with the coders on this.
  -I accidentally created a branch path on the repo because I wasn't aware that someone imported the sound effects while I was re-importing the animations and files into the project.  I need to fix this before I can make any other changes or additions
  -Because of said issue with the repo, I wasn't able to go in and update the player platform material to differentiate the teams you can select (Red or Blue Emmisive, Team Nametag, etc.).  I didn't want to screw more stuff up than what I already did, so I'm refraining from touching the stuff I imported into the project until I get this fixed.