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Showing posts from March, 2015

Maya Spring Assessment - Character Modelling (part 3) (getting aHead of the game)

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Just a heads up (I'm sorry), this is the finale to the model being completed, afterwhich the UV unwrapping and texturing can be done to complete the model. Following robin's advice, i made a seperate cube and subdivided it, which as he said gave a nice start for the head, having a nice geometry and topography on the surface. Going from that to the rest of my model, i started extruding the neckline of the model, making sure to line it up so the head would sit on the neck, much like it does in the body. Just putting the head on top gives some kind of completeness to the model, as it's the only missing part to go. This is where the implementation of this cube gets...rocky. first i delete half of the face and some of the bottom faces, and prepare the vertices for the objects to be merged. Then it's a matter of lining up some of the topography on the face to match up with the reference image. What stumped me for a little bit was th...

Winter Submission - Building the game and Coding (the slow renovation of your house)

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The bulk of the Winter submission is through the actual unity part itself; namely building a level in unity which contains blocks and scripts which makes the blocks do things. The previous submission left me with something...less than amazing, i had some terrible luck when importing assets, which meant redoing some elements of my modeling in unity for ease. As well some lack of time management skills left me with not alot of time to get through content. However... I won't take that lying down, so to recap this was the state of my game last time; I had some simple geometry and a somewhat detailed interior for my main house. And the main script of this file was the lamp in the house, which not only required the player to be in a specific location to activite it, but this also was when the player pressed 'E' and it activated a sound when turning both on and off again. The first little detail to add is to add materials to the models to give them ...

Maya Spring Assessment - Character Modelling (Part 2) No i haven't stopped subtitling my posts with old jokes

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Continuing where we left off with the modelling, we're making our way up the model from the end of the shorts in terms off upwards geometry, and largely the general rules that I have followed so far keep applying, making use of simple geometry and avoiding making any unnecessary edge loops without the need to fit according to the template. up until the pelvis of the character, it remaisn fairly formulaic, just following along with the references and making sure that the model maintains a good amount of roundness in its shape so as to look better once smoothed. However once i reached the phase of trying to model the crotch, the model became a huge pain in the arse, i ended up extruding faces to create triangles at the base where the legs meet, then extruding those edges upwards to produce more accurate looking faces at the crotch face. these then could be looped back into the mesh and built up to create a proper crotch piece. To better help the flow of th...

Winter Submission - The Redux One Sheet ( if you change everything it's basically a new broom)

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The one sheet (as cleverly named as it is) is a single sheet of a product that is meant to be a summary and infographic for what the product you are making is. In this case the one sheet for our game has to summarise the game and most of its aspects (not tell the story, but convey the mechanics). Here is the text version of our one sheet, or more accurately the concept overview; Ultimately this is to quickly sum up aspects of a game so they can be worked on in terms of advertisment or endorsement for the game, it would be pretty bad if a marketing team rambled how action packed a game about finding inner peace would be. Now onto the nice prettied up one sheet, which is a chance for me to put my AS level in graphics to good use here, this sheet is less drawing and more presentation, it takes the bullet point approach above and asks for it to be all dressed up. it's basically like a wrestler trying to 'sell' during a match. I think I did an excellent job ...

Spring Submission - Unused Concepts (the nature of game making)

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As is with most things, loads of ideas end up being left behind on the cutting room floor, either because they aren't viable, or they get replaced or so forth. This post covers some of the things I helped create that didn't end up in the final product. I suppose the easiest place to start with this was our desire to implement bosses into the game at an early stage; me and Prem were particularly enthusiastic due to our interest in Character Actions Games. that have huge set piece bosses like Metal Gear rising; However for my part it wasn't far past concept that we realised our ambition might not meet reality, even with enthusiasm. But this section is to shed light on our failed ideas to show our prcoess, The idea was that each stage would end with a boss, either fitting for the stage or story of the game. This meant we had a split of ideas for nature themed and militaristic style of monsters and opponents. Below is some of the concept for our Earth Golem/El...

Spring Submission - Coding and Fixing (cause I'm about to break...)

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Coding is probably the scariest element for this game for our group, its like being taken out of civilization and put into the wild. which is to say that we're out of our element a little. despite that it's still getting easier than when we started. While not the first piece of script i created one of the more helpful ones i quickly made which we used to attach to a variety of objects in our scenes in a Don't Destroy on load script. Just the couple of lines was needed to help various items in our scenes persist through new levels loading in, as after setting up the UI we found that it disappeared upon a new scene loading in. This had to be applied (luckily it can just be drag and dropped) to any element we wanted to carry over. The actual first bit of code i added in was a score manage to set up how the player would score points and the UI would display that value. The original code was setting up a public number which was set to 0 when the game start...

Winter Submission (The redux - Storyboard, from rags to riches)

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To compensate for my less than stellar submission first time for the winter submission of my "game" I have an opportunity to redo the thing and hopefully show my skill set better. As such we're gonna split this up nice and clear to cover the range of material needed to be present in the file submission. To start things up I am going to show my process, from start to finish, of constructing the storyboard for my game, which will obviously affect how my level is designed as i will be trying to match the events in it. The storyboard sort of works as a road map for the events that will transpire in my game. As an insight towards my influences for this storyboarding I'm going to be taking cues from the lovely bayonetta 2 cutscene storyboards available Here , and the Climax segments present in the game Dangan Ronpa. The former is excellent because it shows a very clear structure of events that lead into eachother before a boss fight in the game. The latter f...