Week 11
This week the team continues to work toward the beta code for the upcoming due dates. This week the team is focused on the more of the aesthetic of the game as well as the bosses for the final level. The team started modeling and animate the bosses for the final level so we could implement them for the beta prototype to test them before the final showcase. We want to ensure that the mechanics of the bosses is fun and easy to understand. For the aesthetic part, the team continues to create more assets and research for the level design for the last level. We also started working on the skyboxes for the levels since the previous skybox was slightly messed up and too dark.
My contribution this week: This week, I first started discussing about the model of the bosses with the group leader. After we finalize the design. The group leader started to create the model of the bosses. After he is done, he sent the model to me to start the rigging in Maya. After the rigging was done we did notice there is a slight problem with the boss model where the arm is slightly too short for some attack animation we planned. We are still discussing on how to change or fixing it. Next, I continue to work on the assets for the last level. I tried to create as many variations of the model of building as possible. So the player doesn't see the same building over and over again. I created about 6 variations of the building and tried to place them together to create a small scene in the town to see how the aesthetic look. Next week, I will continue to focus on creating the last level with the map and level design.