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Showing posts from March, 2019

Megaman Level 1 Feedback

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Ragalla Seliby-Kaplan When creating my Megaman level I looked up other levels from Megaman 6 and Megaman 1 specifically. I looked up the overall size of each level and wanted to make something of equal length if not a bit shorter. While I have not played a classic Megaman game in a while, but I have played the x series which is overall the same. When working with the Megaman level design I counted the number of squares necessary to make the level the right size and proper length. When developing I will admit it took me a but to get the hang of the program but after that making levels was a bit easy and fun. I made the levels linear as it was supposed to be as and kept up with the usual Megaman level design methods. While not using spikes, I wanted to avoid pits at all cost but compromised and used them but avoided things that I personally felt were a bit cheap such as enemies on small ledges. Due to the lack of enemy variety I decided to have them placed in unique areas to add varie

320Knife Seliby-Kaplan_Ragalla

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The knife assignment was my first introduction to retopology in Maya as with the rest of the class, but it was simple enough to grasp at first. The real issue came in curving the knife using only squares as I caught myself overlapping a few of my polygons which caused me to reshape and delete a few to get them all in order. Honestly retopology took up most of my time when working with this as it was a slow and steady process.  UVing was easy enough to follow as I used online tutorials to help with preparing it for substance painter which was the shorter of the assignment compared to everything else. I had some issues that required me to look up how to guides on retopology with certain curved objects, but I managed to get the assignment done on time at least. The materials used for the dagger were improvised on my part as I could find or make one to one material for it.  I did however come away with the knife looking too polygonal and less like the actual knife

DND Map 2 Version 2 Tiered Feedback

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Ragalla Seliby-Kaplan Regarding the group mapping I say we had a clear idea of what we were going to make. The idea of a level by level prison escape speaks for itself as the ideas just flowed naturally. We all took our existing levels and see how we could remake them into something on a scale of low to high difficulty. We planned on making a shared document where we could create our levels separately and then have the other critique the general layout as each one of us was aiming for a beginner, intermediate, and final level design map course. That way we can work on our own time, show off our levels, remake them if they conflict, come up with new ideas to share for board design, and coordinate accordingly. In this sense we manage to stay on top of our design all together and avoid repetitive map layout and avoid conflicting ideas so our make could make and contain a linear and consistent story. What went wrong however was the timing of it all. We only had about two days t