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.
I have been getting more into depth of character design as lessons go by, previously I had a new perspective of how to start the creation of a video game character but now i realise that most of the time, literally doing doodles can be one of the most powerful idea generators alongside being a great start to any character design.
The image in this blog shows three character silhouettes which are all made by doodles that have been modified with erasers, pencils & warp transformation tool. So overall it just goes to show that you don’t need to be the next Picasso, Leonardo Da Vinci or Michelangelo to create a stunning world or a very complex character.
Finally, the characters above are the final product of a silhouette form as they will be modifies to look more like a finished product, I am thinking about either shading or adding colour… we will have to see as time goes on.
Easter is here and after a long and stressful time working throughout the college term, I thought it would be a good time to take a small break (Playing battlefield 4 for an hour). Anyway, I have just came back from a long day with my girlfriend and now writing to update you on my current project named Victim of Valor which i have been creating for 2/3 weeks now.
Last time I spoke about this game I included that i had a team brought in to give a hand in the development process which was kinda hard considering there was a debate on names and where the story would progress from where we left off which obviously i cant tell you guys yet due to any spoilers.
On Wednesday during 2D lecture, my tutor told me about something called the Bafta YGD (Young Game Designers) which is basically a competition where you sign up your game project and could possibly win a Bafta in either the Young Game Designers category or The Tutors award or something like that… I’m still taking this into consideration because the game can only be entered if I have a team of 3 or as a singular entrant. Therefor I can either enter myself and take the “Possible award” for my team or wait intil next time and develop the game further.
Back to development of the game, It’s coming along fine. Just tweaking the last mechanics of the UI (User interface) then start creating more harder, longer and even enemy infested level’s. Also asking other peers of friends what they would like to see in the game. I get feedback such as, “Add boost during game-play” or “Have a twist so the player feels more ‘tied into the story line'”. I can find all feedback good even if there is something i come across that is totally irrelevant.
For now I can balance my time with coding my game then create some picture based scenes like in Diablo 3 but obviously not a awesome haha
I have some extracts of the scenes from the games story.