Thursday, 1 April 2010

Time goes by...

It's been over 6 months since Team Bandwagon completed the Hurrah! project and so much has happened! Ian was snapped up by Framestore CFC and is now working on upcoming feature films. Myself and John are working for Redstar 3D up in Sheffield and totally loving it! Check out some of the great animation the studio produces at www.dracula4d.com!

The team has recently been talking about putting some more time into Hurrah!, especially since Unity now has a free version. There are some other ideas knocking about as well, so watch this space for new developments!

Thursday, 3 September 2009

Promo Video & Graduate Show

As you may noticed we have changed the name to Hurrah! as we felt H.U.R.A was a bit weak. A massive thank you to everyone who came and tested, all your names in the credits on the game. Also to our lecturers and the staff at Bournemouth who provided us with a fantastic amount of support.

We are looking forward to presenting our game at our graduate show which will be at Framestore CFC (soho, London) on the 2nd of October. If you would like to come and meet us at the show please email any of the team members for details.

For your entertainment please enjoy this promotional video of our game! Hurrah!

Tuesday, 25 August 2009

Complete Level/Environment

Like Sophie said below, our deadline has been and gone and now we are polishing the last few parts of the game and working on a promotional video. As for the environment, it's 99% done (yay!) so I've put a few images of it below for you to have a look at... Enjoy!









Monday, 24 August 2009

Deadline!

Unbelievably our deadline has come and gone. We handed in a very nearly completed game and I can't wait to show you the result. We are currently polishing up the game and will be making a movie shortly, but until then please enjoy these character clips :D





Wednesday, 29 July 2009

Development

Well, a lot has certainly happened on the development side with which I have completely failed to keep you up-to-date. We have had some excellent feedback from all over. Our mid-project presentations went well and were certainly a good opportunity to raise awareness for the game, and then more recently our testing sessions.


Feedback has been invaluable, especially to the development process. Areas that I might have thought needed more attention (such as the AI agent's actual "intelligence") were shown to be far less important than, say, how the player might be able to leave the track or get stuck in an awkward corner. The main aim for this game is to be fun, so it is extremely important that nothing annoys the person playing and fluidity is maintained. I'm learning a lot here.

Sometimes things don't always go as expected...

Monday, 27 July 2009

Game Play testing begins :D

At the end of last week we held our first play testing session here at the University. This was the first time the game has been tested with people other than ourselves and was really good to see how others played the game and hear what they thought about it. We set up Wiimotes for the testers to use and the game was available to play in single and two-player modes (with AI opponents). Here are a few images of the session and a demonstration of a two-player race using the Wiimotes (please ignore the video quality and the commentary!)





Wednesday, 22 July 2009

Phase 1 down!

Having finished modelling all the structures, level decorations (doors, windows, etc), and most of the vegetation I thought it would be a good time to put another environment post up. All the structures are in the level along with a few decorations and vegetation assets. The lighting and terrain colours have been adjusted to make the place a lot brighter too. I'm now about to enter the vast world of texturing and set dressing!




We are now ready to start play testing the game properly and will be conducting feedback sessions weekly here at the University.