My workflow got a bit altered today as well. I had to renew my passport (which took a bit of time) and decided to attend an IGDA conference (which was extremely inspiring. I will link the conference in here when it's uploaded on the web. You can check out Raphael Van Lierop's (the speaker's name) game right here: http://intothelongdark.com/).
For today I had in mind to expand on the content for the designer set I'm building. I added quite a few shapes all with working collision models (still a few things I need to integrate). The idea is to have nearly all the basic shapes you need in order to mockup a level as quickly as possible, but also to have a unified scale reference for others to work in. Having a designer set with a consistent scale can help accelerate the workflow of others as it creates a common ground to speak about scale itself. A team lead can then give really precise instructions on what he thinks would be the desired height and length of a room for example. Everybody would then know exactly where to begin their creative work. Technically, having a very well documented and organized "designer set" can help to maximize productivity and communication.
I added a complete set of 45 degrees angled walls (1.), some 90 degrees curved walls with their matching floor instance (2.), 4 different types of doors (small and large openings) (3.), chairs (4.), bookshelves (5.) and some kind of universal table (4.).
Everything was tested in engine to verify that the height of all the objects felt right.
The goal for tomorrow will be to add more shapes to the set : columns, matching floor instances for the 45 degrees wall and some smaller props references (lights, boxes, night tables and beds). I'll also do the main floor block out for the Victorian manor.
For today I had in mind to expand on the content for the designer set I'm building. I added quite a few shapes all with working collision models (still a few things I need to integrate). The idea is to have nearly all the basic shapes you need in order to mockup a level as quickly as possible, but also to have a unified scale reference for others to work in. Having a designer set with a consistent scale can help accelerate the workflow of others as it creates a common ground to speak about scale itself. A team lead can then give really precise instructions on what he thinks would be the desired height and length of a room for example. Everybody would then know exactly where to begin their creative work. Technically, having a very well documented and organized "designer set" can help to maximize productivity and communication.
I added a complete set of 45 degrees angled walls (1.), some 90 degrees curved walls with their matching floor instance (2.), 4 different types of doors (small and large openings) (3.), chairs (4.), bookshelves (5.) and some kind of universal table (4.).
Everything was tested in engine to verify that the height of all the objects felt right.
The goal for tomorrow will be to add more shapes to the set : columns, matching floor instances for the 45 degrees wall and some smaller props references (lights, boxes, night tables and beds). I'll also do the main floor block out for the Victorian manor.