Week 3 is in full swing and furthermore Pre-production is coming to an end thus making the next couple of weeks more hopeful in terms of actual development, also I have been practicing more of the controller mapping for the player and will now be focusing a little on the UI for maybe a pause menu or a simple starting menu.
Additionally, I have expanded the block out world according to the maps that have been provided by Project Lead. Furthermore, I have went of the plans to make sure how it will be visually presented in 3D space.
I’m here to explain about concept art, a very important process as it is the beginning of any idea. It strongly implies that the idea is visually possible to imagine and create just as characters are visually imagined by J.K Rowling.
My choice of concept art is from Bioware’s art director for dragon age inquisition Matthew Goldman, his work in my opinion shows immediate structure of his art and in addition; How he tells the story in his pieces.
This is partially linked in with the project that I’m working on in college, and its to do with the lighting.
Now other than, animations, textures, sfx etc. It’s nice to take into consideration lighting because it can drive the mood equivalently to other branches of aesthetics. I have some examples of what I mean and some technical how to’s, so let’s get started.
Lighting in my opinion can be done at the beginning of development during the blocking process to get a feel of how the game will look with lighting and as a positional placeholder in case you may want to edit lighting further or later into development.
Or leave lighting till later in the midst of development therefore you may get a sense of how it may affect textures or the idea of getting other assets out-of-the-way first such as environmental assets, scripting A.k.a ‘making the game work first’.
Firstly, I would like to start this blog by saying
‘This is not easy to explain, yet again what is…’
Here is some back story, since I’m tech lead A.k.a programming and all the complicated stuff. I’m required to research game flows and how to implement that into the project.
That also means finding a way to make sure that the player feels comfortable playing the game hence keeping all of the main building blocks of gameplay in mind, take Mario for example. When Nintendo make Mario, doesn’t matter how late the player is in joining the franchise they’re always eased into the game with a series of tutorial levels that just seem to be either subtle reminders or testing the waters lets say.
So we’ve finally started the Synoptic project A.k.a ‘Final Major Project’, and I have been chosen to work on the Temple Raid Game which was my first choice so I’m happy about that.
Let me fill you in about this project, it’s a Linear Puzzle Platformer that has a mix of Mayan, Aztec & Tiki Culture entwined within the visual aspect throughout the game play. Your objective is to simply move from A > B and find a ‘Mystical object’ at the end winning you the game. Continue reading “Synoptic Project ‘TEMPLE RAID’: Week 1”→
I am contributing this entire blog towards the creation of the 3D interactive menu for my imagine worlds project.
And the reason for this is because of what I figured out throughout the development stage of the buttons. I couldn’t understand that my imported graphics would not show at a full resolution. Instead was pixlated and fuzzy, therefore I had to seek out an alternate solution to make this menu.
‘What about 3D?’
So I looked into making 3D buttons where the materials will not bring down the resolution of the button graphics. Coming across a video that explained clearly how to achieve this but there was a brick wall ahead…
Although I though…
car QuitButton : boolean = false;
function OnMouseUp ()
So after writing this script, it was applied to the 3D planes mimicking the buttons, and classified them as play, credits & quit buttons. To make them therefore work in connection with the Button script.
The image below gives a visual representation of what I’m trying to achieve by doing this…
Next was the animation, and this was quite familiar as the timeline keying features were like them of Maya. It was just a method of selecting the object you intend on animating, then to the animation box and moving the object into place to therefore build the animation. This is how I completed the animation for the menu transitions.
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.