Most Productive Week Ever

I don’t want to brag, but this may have been my most fruitful week of thesis work yet. After tireless efforts I managed to walk away with 1 hour of work and no progress! Yay!

All joking aside, I didn’t get any work done this week because I was at home for Thanksgiving. We still held our regularly scheduled group meeting, but other than that I wasn’t able to get any work done. Instead, I spent the week eating home-cooked meals, spending time with family and friends, and reminiscing about Chicago. I also got a bunch of new Illogical designs sketched out that I’ll hopefully be able to get modeled before winter break starts mid next month (I know, these breaks are going to kill my workflow).

I probably don’t need to add this, but for the sake of consistency here’s my weekly breakdown:

11/25

project meeting

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Most Productive Week Ever

Lasers. Lasers everywhere.

I’ve just about wrapped up modeling of the newest weapon, the poorly-named Larpoon. As it’s uncreative title might suggest, the Larpoon is a laser harpoon weapon. The weapon was designed with a unique mechanic that, hopefully, will encourage some creative use of it. The way it works is simple.

The weapon presents itself as a fairly straightforward, if not uniquely-styled, harpoon gun. And it acts similarly for the first half of its usage. The player fires a large spiked harpoon that embeds itself in the target (most likely the ground or a wall). From there, things get a bit interesting. The harpoon itself is actually the main component of the weapon. It contains a laser emitter that fires a powerful beam back towards the player, or more specifically towards the dark panel at the front of the gun. As long as the player keeps the harpoon within their field of view the beam will fire towards that point. From then on, the player may kill other players by attempting to position them between the harpoon and their weapon. In this way the weapon encourages mobility over accuracy, a trait often attributed to closer-range weapons. Our hope is that this gun will find effective use for players in vehicles as well as for attacking players that may be behind cover. If we get a chance to implement the planned jump pack, it may serve to enhance the Larpoon’s effectiveness as well. Check out the completed weapon model, including the harpoon in both its closed and open states (technically, the barbs open before the weapon is fired and the rear panels open upon striking a surface, but it’s a good way to visualize the sort of movement that will be involved):

larpoon

I’m considering adding a screen of some sort to the rear of the weapon, but that is to be determined. There are a lot of little details on this model in particular that I’ll have to show off in another post sometime.

Continue reading “Lasers. Lasers everywhere.”

Lasers. Lasers everywhere.

Guns and Guns and Guns

I finished the MJ-BF low-poly model the other day and started on a new gun called the Larpoon. This is another cool gun with interesting mechanics that I’m not going to talk about yet. But I have decided to slightly switch around my workflow for this particular weapon which means I should have something to show/talk about much sooner than with the MJ-BF (plus I am focusing entirely on this gun until it’s done, unlike the MJ-BF which was started while I was still working on the character). So look forward to that. I’m pretty much going to be modeling guns for the rest of the semester, or at least until we have the vehicle concepts completed.

Anyway, this week I managed a decent 16.5 hours. Not my best, not my worst. Check out the breakdown:

Continue reading “Guns and Guns and Guns”

Guns and Guns and Guns

So That Gun I Was Talking About

After probably too much build-up I’m ready to talk about the next weapon I am working on for Parallax. The gun, called the MJ-BF, is a heavy-slot weapon capable of firing landmines. The thing that makes this weapon unique is that the mines are not projected but rather are teleported to their destination. This opens up the possibility for some interesting mechanics on our end as well as some unique firing effects. The weapon also has a fixed stock of ammunition, meaning it cannot be refilled by the player. The weapon will have somewhere between 4-6 shots (we are still determining the final number) and the only way to get more ammunition is to replace it with a new one from a weapons kiosk. This will help to balance the weapon and encourage players to think tactically when using it. It will also prevent players from being too overpowered if they are near an ammunition crate.

Here’s the initial concept art for the MJ-BF:

mjbf-01

Continue reading “So That Gun I Was Talking About”

So That Gun I Was Talking About

Microbes! My One Weakness!

Yep, that’s right. I was invaded this week by an army of microscopic organisms hell-bent on ruining my day. And while I could turn this post into a long rant about the debate on whether or not viruses are considered to be “alive,” I’ll instead simply leave it at this: I didn’t meet my timeline goal of 15 hours this week, sadly. However, this week I was especially efficient in my productivity and I was able to modify the character as per my team’s suggestions and re-topologize the whole thing in order to hand it off to Aaron for rigging. And I did it all in only 10 hours. Check out the breakdown:
Continue reading “Microbes! My One Weakness!”

Microbes! My One Weakness!