This is an overall summary of the past 8 weeks, versions have been made with improvement to; character interaction, Sound and obviously graphics.
My biggest struggles throughout the project has been the programming; on the bright side, I have been trying to grasp the more common features of programming by looking through YouTube videos, Unity script references and even my own written code and seeing if there is any similarity between what I have done and trying to do.
Today’s blog is introducing us into the world of both art & 3D modeling/design…
Google sketch up is a 3D modeling software that can be used like any other similar acting software yet is holds specific characteristics which make it more artistically related. Firstly, I imported a Mansion model of which I could place into a 3D environment and render out different angles with real-time views.
After placing my camera where I wanted it to be, I then changed the style (Filter) of my camera from a simple mesh like look to maybe a pencil sketch filter, shadow added filter
… let me show you.
Besides the pretty filters, Google Sketch-up can be a very important tool for digital concepts. If I was to export this and move it over to Photoshop, I would then apply another layer and draw over the image making it easier to create scenes in addition to this there would be no need to re-create an entirely new scene as I can render a new perspective from within Google Sketch-up.
I have placed some current sketches below to show how easy it can be to sketch up an entire scene…
Rule of thirds
Now the reason I have placed a rule of three in the composition is because I am currently learning about how to create the way a story is told from within an image. How to make the audiences eyes move to where you want them to move, for example…
In this example, I’m trying to show how the photos composition in the rule of thirds view explains how the eye can be lead from one point of interest to the other. The helicopter on the left is swooping throughout the image with vibrant colours the eyes should follow the direction towards the next point of interest which would obviously be the ship.
Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…
This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.
This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.
The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.
This basically shows different ways to layout the code so programmers can read it easily and make sense out of it. 1TBS shows the opening brackets connecting to the end of the first line of code which could represent the literal connection whereas Allman separates creates a new line for a new bracketing section… like a quarantine in a way. Keeps everything away.
Doing either bracketing will not affect the workings of the code of what target you apply it to. Ultimately this should show what code is supposed to look like and also show an easier way of bracketing the code. Below is an example of 1TBS bracketing, I wouldn’t expect you to read it all but if you want to, I highly recommend looking at the way the brackets are set in comparison to Allman.
Back to the game in hand, there have been major improvements such as including collectable objects in my game to finally trigger the door, the idea.
Get the Collectables.
Avoid the Enemy.
Get to the goal.
Simple, it’s just… making more levels & having the gameplay flow at an equilibrium alongside an increasing difficulty. Throughout the duration of the game…
Further venturing through the paths of game design and coding my way through the basics of my top down stealth game.
I start by creating my assets first, such as a protagonist ‘main character’, walls, enemy, a backdrop for my game, all I need now is a goal and I can reach further development. I create my assets all on Adobe Photoshop. By using the brush tool and tampering with the brush settings, I can give out better fake lights on the assets giving out a 3 Dimensional look without altering the lighting of the scene nor the renderer.
Beginning my development on Unity, I made the mistake by selecting the game to be a 3D game, I had to therefore change the camera to ‘orthographic’ so of can therefore render the sprite images all together.
To conclude this blog I have also considered having a feature where the player must collect a specific object to therefore pass except the first stage which the player should be able to get to grips with the controls and the environment around him/her.
This piece of code is for a projectiles script which in simpler terms means ‘When shooting each bullet has two seconds until it is dead’, sounds odd… Bullets don’t die, but it does cease to exist after leaving the screen from source within two seconds.
I have just watched a clip of the 12 principles of animation from Disney. I have also taken into account the vast range of different ways which an animation or a real life object can be altered to either look more fluent or fun in a way.
This principle delivers weight and volume to an object as it moves throughout a scene.
Gives the illusion of preparation through movement prior to the objects main movement
The presentation of an idea so it is therefore clearer to the audience what is being shown.
Pose to Pose and Straight
The idea of animating through two different methods which give out a smoother animation.
Pose to Pose
Charted with Key drawings so you can therefore plan out what will happen through the timeline of your animation.
Working the animation from frame to frame/drawing to drawing to complete the overall animation.
Follow through and overlap
When the main character moves from one space to another and suddenly stops, the rest of the body continues to follow through. Therefore nothing stops all at once.
Slow in and slow out
When the action starts, less drawings make the animation go faster. On the other hand, more drawings make the object move slower.
All actions tied to an object give out a round or arc movement, it gives out the perception of natural action and better flow to an animation.
It’s an additional action which therefore creates additional supplementary actions to give the main action more dimension and interest within the scene.
More drawings make between poses make the animation slower yet keep the animation smoother yet less drawings present the animation with faster movement but with a more static movement.
Keep the common views of reality yet come across that view in a wild and wacky view.
The practice of drawing out three-dimensional objects taking into consideration their weight and volume.
It is the charm and the personality/charisma of the character action which is aesthetically pleasing to the audiences eye.
All of these principles should be able to alter and improve the way we animate anything from 2-dimensional drawings to 3-dimensional models and drawings. There is a book which can help any aspiring animator hoping to make a mark on their work. This book is called ‘The Animator’s Survival Kit’ by Richard Williams. It can be bought online and contains everything which you would need to know about any form of animation within the creative industries.
From the point of writing this blog I would have just finished coding a game for a Unity 2D game where we had to learn the basic data types which are;
Integer data type
These data types are used to control the tools you use and the specifications of the physics engine or the ship alike. I had also learned that ‘if the variables aren’t public, they are out of order’. And all we had to do was to add the word ‘Public’ at the beginning to make that set of data accessible to whomever has access to the code and who ever is playing the game can experience the effect.
Doesn’t make sense? lets put it this way.
If I wanted to tinker with the gravity feature in the rigid body component, I would therefore have to change the rigid body to a ‘Public ‘ rigid body. Sounds simple going form a programming perspective, we then moved on to adding engine thrust and ship rotation. Tis is all we had done up till the end of the lesson, so as I am writing tis blog alongside many others. I am also reading through my code and revising the different types of data I can use in other projects such as my walking simulator and future projects on other software.