Thursday, 3 September 2009
Promo Video & Graduate Show
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
Monday, 24 August 2009
Deadline!
Wednesday, 29 July 2009
Development
Monday, 27 July 2009
Game Play testing begins :D
Wednesday, 22 July 2009
Phase 1 down!
We are now ready to start play testing the game properly and will be conducting feedback sessions weekly here at the University.
Friday, 17 July 2009
Piggy Preview
This fella is about half the height of the cow but a similar width, creating a nice chunky feel with a low centre of gravity. The saddle looks particularly precarious on the top of his bum so I added handles on the back for the rider to hold. I am hoping to generate a more wobbly effect with the pig and have asked to have control over the swing of the belly.
I also popped the aristocrat on the pig quickly to test the size of the saddle... loving the look of it!
Wednesday, 8 July 2009
Booooost
We have Wiimote control and, with a quick trip to Maplin, a home made sensor bar to polish it off. The level has a map, lap counter and timers, a boost bar and tokens to pick up around the track.
It has taken a lot of tweaking to get the AI system to work for recent additions since each mount might tackle a corner at a different speed. In light of this, it was a good move to develop AI alongside the other components of the game. New additions to the player controls can then easily be merged with the AI logic.
The AI system itself sits on top of the mount controller. This means that the AI agents have the same access to controls as any player. This was done to keep the game fair but does mean that the agents must be fairly clever to provide any real competition.
In other news, we are soon to add our first rider which ultimately means we can start working on attacking other players. I can't wait!
Tuesday, 30 June 2009
Aristocrat Colours
Monday, 29 June 2009
Environment Update
The biggest struggle I've had over the last few weeks is the actual environment terrain. Unity has the ability to import height maps (grayscale images) to determine the height of the terrain you are wanting to create. This is great but it has taken a lot of fiddling in several different programs (XSI, ICE, PhotoShop and Unity) to get it right!
Below are a few images of the level so far (in the game editor).
Wednesday, 24 June 2009
Development Update
That's right! While the animations were being worked on, I set about developing an AI network to allow the little critters to navigate their ways around. Unity makes it very easy to develop tools and I have ended up thoroughly enjoying what I thought might be a tedious aspect of the development process. Take a look:
Tuesday, 23 June 2009
Modelling update: Aristocrat
Friday, 19 June 2009
Some Animation...
Trot:
Gallop:
Wednesday, 10 June 2009
And we have a cow...!
Here's the current status of the model of the cow. As you can see its reasonably close to the concept shown in my previous post. I have removed some of the angular bones such as the shoulders and hips and make the back line more smooth. I have also added horns as this just helped with the silhouette of the animal. This is a quick render (apologies for jaggies) and I have currently only made diffuse maps.
Wednesday, 27 May 2009
Level Design and Development
The level consists of four distinct areas: Hamlington village, a large field, a farm and finally a windmill and the hill it is on. We wanted to make the player move from areas of calm to areas of franticness and by spreading the four areas out meant that the player would have time to recuperate before entering the next area.
All the areas apart from the large field keep the player on a fixed route through them. The field is quite different. It is a large open space which gives the player the opportunity to freely roam it. The player enters at one end and have to exit at the other, but how they get there is totally up to them.
The image below is the level so far in blocked in in XSI. The models have been placed on the original plan but changes have been made during development - the start/finish line is on a straighter route and the farm has had an overhaul. My next task is to create the track and give it height to (the windmill is sat at the highest point and the field at the lowest).
New Concept, New Characters
- Vicar, Farmer, Aristocrat, Policeman, Landlady, Little Girl, Grannie, Village Idiot, General.
- Pig, Sheep, Goat, Fox, Sheepdog, Bull, Cow, Deer, Badger
We then selected two of each to make for the game (due to time restraints its not possible to make all 18 characters). We decided to create the Policeman, Aristocrat, Cow and Pig. Here are the concepts for the mounts:
And the riders:
Tuesday, 21 April 2009
New concept: Hamlington Underground Racing Association (H.U.R.A.)
Saturday, 4 April 2009
Wii Remotes
From here and with the discovery of the Unity plugin, UniWii2, it was possible to use the data from the Wii input devices directly in the game's scripts. The whole set-up process, as with everything in Unity so far, was very straightforward. I particularly like the way it structures everything required by a project in a well-organised folder hierarchy as this is how I like to work.
Starting with a basic controller script I mapped the motion data from a Wiimote to a cube and watched it move as I moved the controller. This was quite satisfying in itself but I then went on to create a simple vehicle controller and had a very simple car driving around.
- http://sourceforge.net/projects/darwiin-remote/
- http://www.unifycommunity.com/wiki/index.php?title=UniWii
Friday, 20 March 2009
Chick n' Stu Concept Art
Game synopsis and control interface
The current theory is that Chick and Stu met whilst Stu was escaping from an experimental lab facility (The introductory level). Stu remains shackled to the cart or wagon for some reason and Chick ends up helping him, much to her reluctance.
This sets two sorts of sections for the game
- Stu based: Track based balance level
- Chick based: Exploratory puzzle based level
Each level will therefore make use of the controls in different ways.
Sunday, 15 March 2009
Welcome to the Bandwagon Blog!
This is an online account of the development of a Masters project undertaken by 3 students at Bournemouth University.
The team consists of:
John Griffiths (MA 3D Computer Animation)
Ian Thompson (MSc Computer Animation & Visual Effects)
Sophie Shaw (MA 3D Computer Animation)
Our premise is to develop a fun scalable game for the Wii console. The inspriation is from the expression 'jumping on the bandwagon' which we decided had the potential to create a very entertaining game!
We are currently at initial software testing stage but it looks like we will be using Unity. It is very exciting to have the opportunity to make use of this software and we are grateful to the staff of the Interactive Media degree for allowing us to use their kit.
The project will have a duration of approximately 15 weeks.