Kelvin - Devlog 05


Week 05

22 - 28 Mar

This week was a bit of a tricky one for me because I had a resubmission that I needed to complete because it was insanely overdue unfortunately.

So I spent all of this week on that and I tried to delegate my time well so that it wasn’t all just resubmissions and so that I could also work on stuff for the game but unfortunately the re-sub was the only thing I could focus on.

In saying that Lorne and my tutor VJ gave me a few things to think about once I had finished my re-sub document.

First thing was that the pillars that I had been creating for ages were not up to the quality standard they are suppose to be at and they had too much noise detail to even be used in the game, The pillars themselves were just too detailed to the point that the mesh was glitching with the baking and textures.

So Lorne just recommend that I start over with making the pillars and make them a simple as possible just because almost all the pillars couldn’t be used, I was a bit upset at first with this change but I understood why it was needed and these things happen with creating a video game, So I left that on the back burner till I had finished my other documentation.

Second thing was that the textures for the terrain weren’t looking good enough due to the texture tile having duplicates and not a good resolution for the terrain, So a suggestion VJ gave me was that I should export it and put it in substance to get a better texture resolution.

Lorne said that he would take over that and use a built in feature in unity called Shader Graph to texture the terrain that will work just as well and give us a good resolution.

So for the rest of the week I finished up my resubmission and submitted that and then on Sunday I came into course to start working on the pillars again.

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