A final presentation for out Bodega
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KIROKAZE
occasionally subtle
almost home
let's talk about Bridgerton tea, my ask is open

Origami Around

izzy's playlists!

pixel skylines
Three Goblin Art

祝日 / Permanent Vacation
Keni
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taylor price
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Cosimo Galluzzi

Discoholic 🪩
DEAR READER
we're not kids anymore.
RMH
wallacepolsom

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@superpinkteamgo
A final presentation for out Bodega
After a busy month we finished up what we could for the bodega. Things were changed and had to be adjusted last minute because of errors, but we managed to get something up. We were able to get an inventory system up but that ended up messing up our randomized spawner. It was still a fun experience modeling, texturing, compiling and coding until we got a (slightly) functioning bodega.
We have now implented the spawner into the game, so the weapons will randomly appear in pre-determined places that we specify.
Tape, pipe, and poison...why is this in a bodega?
The owners leaving his counter to check on the customers
The owner doing....something at the cash register.
A wave and dance from our owner
Working on mo cap for our owner with some help from our classmates.
Our inventory system has begun in our bodega. After much searching, Amanda came across a tutorial that showed us how to add a custom inventory into the game. The way it looks now is just a placeholder as she follows through with the tutorial. She has hit a bit of a bump with dropping items out of the inventory, but we will continue to work on it throughout the week.
Apple, bagel, and roll of the textures on some of our food models for our bodega.
Here is our bodega owner reworked. We will be using mo-cap to animate his movements in the coming weeks.
The Bodega is Back!
SuperPinkTeamGo is returning to the bodega this semester. We have new ideas that we want to add into our game, including an actual story and objective. Right now, however, we are refining our original bodega.
Bodega Simulator
Our team spent this semester working on our first VR game using a new program that none of us have ever touched before.
What did we learn?
Amanda, who was in charge of putting the blueprints together, experienced Unreal for the first time. She is used to traditional coding but has dabbled in visual coding thanks to this project. She still prefers programs like Unity, but she enjoyed her experience learning this new way to make games. Chrissy worked on lighting and importing the animations into Unreal. She and Nailah also helped overlook some errors and issues that were occurring in the game.
What was interesting?
Seeing our original idea come to life was the most interesting part for us. Certain things were simple for us, such as modeling, rigging, and texturing as we are experienced with that already. However, transferring things into Unreal is where we hit some roadblocks. Certain objects came in very weirdly, such as our shelves and hands having holes in them, despite everything seeming fine in Maya. We also were having trouble with the sound triggers and animations not playing the way we wanted them to.
The Next Steps:
Our first step would be to refine certain models like the hand and also have the hand actually pick up objects in the game. A list system would also be implemented into the game, where you can track what you pick up. Our group would also like to have an intro animation, that we animated already, play when the game is first started. We would also like to explore more lighting options because while we did want the game to be dark and spooky, it’s a little hard for the player to see.
A look at some of the Blueprints made for our game. The first screenshot shows Audio triggers that are placed around the Bodega (The DestroyActor has been since been removed). The second blueprint is to make the grabbing animation play when the left mouse is clicked.
A mini trailer for our little Bodega. We imported in the owner (with Mo-Cap animation) and hands into our scene. Our next step is to have certain audio cues and our players at grab at items. We also hope to have an opening animation, but one step at a time!
Project Mapping worked on last week in class. We went for a more colorful approach with some fancy effects added in.