Managed to successfully texture our main character. Works in unity as well ! Now we need to work on the sounds and fix the scripts.
Showing posts with label Game Encounters. Show all posts
Showing posts with label Game Encounters. Show all posts
Thursday, 26 March 2015
MENU + boss
Last few days I worked on our open water scene and last texturing. This is how it looks now:
Textured box and whale in unity :
I also created a menu.
Textured box and whale in unity :
I also created a menu.
Monday, 23 March 2015
Second scene
I started working on second scene which is way darker and unfriendlier. I made a sky box and found out how to create fog to make it look darker.
Also created a basic attack prefab with particles.
Also created a basic attack prefab with particles.
Friday, 13 March 2015
Sink - scene
I started creating the scene in Unity. I made prefabs and started building everything togwether. Im quite pleased with the result.
Wednesday, 11 March 2015
SINK - texturing
My task for our projects this week was to layout UVs and texture all of our objects.
I started with our cave. I never imagined that texturing a big model will be such a problem. I tried unwrap it in so many ways but at the end all I got were big streched blurry dots.
After trying to get help from Phil, I managed to get a Vertex painter. You can simply select different textures and blend them together in unity. Because unwrapping our model was hard, the texture is a bit broken, but we will fix it with other objects.
I got different rock objects from Connor and I had quite difficult problems with it. They had random edge loops in them and after deleting the edge loops, the vertex points decided to stay there. It took me quite a while to make it okay. Needless to say that I had major problems with unwrapping. At the end I decided to go with tiling texture.
I also got two plant models from John which I UV mapped and textured, and then imported to unity.

More problems occured when I was trying to UV map my own model. I had to download RoadKill and learn the software. It is really easy and friendly to use. After that I paintedthe texture with mudbox and photoshop.
I started with our cave. I never imagined that texturing a big model will be such a problem. I tried unwrap it in so many ways but at the end all I got were big streched blurry dots.
After trying to get help from Phil, I managed to get a Vertex painter. You can simply select different textures and blend them together in unity. Because unwrapping our model was hard, the texture is a bit broken, but we will fix it with other objects.
I got different rock objects from Connor and I had quite difficult problems with it. They had random edge loops in them and after deleting the edge loops, the vertex points decided to stay there. It took me quite a while to make it okay. Needless to say that I had major problems with unwrapping. At the end I decided to go with tiling texture.
I also got two plant models from John which I UV mapped and textured, and then imported to unity.

More problems occured when I was trying to UV map my own model. I had to download RoadKill and learn the software. It is really easy and friendly to use. After that I paintedthe texture with mudbox and photoshop.
Next step will be texturing remaining objects and placing them in our scene.
Wednesday, 25 February 2015
Sink - update
Our game is comming along really well. We are almost done with coding and can focus on modeling.
We decided we will go with the character I designed, so I drew a basic attack concept he could do.
I also did concepts of few plants that can be found in the cave.
The idea of the plants in the cave was to make them look friendlier. Player should feel more welcomed in this area and plants will change colour and its shape trough playing.
This week we started greyboxing our game, so Ive done few simple models.
I have also started placing them in the greybox and im quite satisfied with the outcome.
We decided we will go with the character I designed, so I drew a basic attack concept he could do.
I also did concepts of few plants that can be found in the cave.
The idea of the plants in the cave was to make them look friendlier. Player should feel more welcomed in this area and plants will change colour and its shape trough playing.
This week we started greyboxing our game, so Ive done few simple models.
I have also started placing them in the greybox and im quite satisfied with the outcome.
Tuesday, 10 February 2015
Saturday, 31 January 2015
Friday, 30 January 2015
Game Encounters - Concept art
I tried to develop the dea of my character a bit further and display him from different sites.
I was trying to make the character fit the "aztec" theme yet making it different from main environment, to make it feel like he doesnt belong there.
I also started doing concepts for the environment.
im going to make at least 3 concept for each area.
I was trying to make the character fit the "aztec" theme yet making it different from main environment, to make it feel like he doesnt belong there.
I also started doing concepts for the environment.
im going to make at least 3 concept for each area.
Thursday, 22 January 2015
Game encounters - game
We decided to make a game that takes place underwater. Its environment is inspired by aztec culture and symbols.
After researching and gathering information I created a dropbox folder for my whole group and put the references inside, so we all know what we are going for.
I made some character sketches and then picked the one I liked the most and made different colour variations. The group will then decide whether to keep it or not.
Also did some level sketches, boss monster attack ideas and did a simple graybox level for our game.
After researching and gathering information I created a dropbox folder for my whole group and put the references inside, so we all know what we are going for.
I made some character sketches and then picked the one I liked the most and made different colour variations. The group will then decide whether to keep it or not.
Also did some level sketches, boss monster attack ideas and did a simple graybox level for our game.
Tuesday, 9 December 2014
One Sheet
I finally redid my one sheet. I knew I was going to change a lot during the phase of creating my game, That's why I didn't spend too much time on my first one sheet. I am really bad with writing stories but I gave my best. I hope you like it !
Gameplay
Today I had a weird experience of my game not opening so I got a bit paranoid.I made a game play video just to be sure if the technology decides to hate me once again. Sadly there is no sound and quallity isn't that good.
Sunday, 7 December 2014
Game Completed
I'm finally done ! I did a lot this week and it's finally done. These are some things I've made :
I made a text appear and change when u enter the trigger;
Added a fence;
Made a roof;
Door is now finally locked and can be open when you obtain the key.
I modeled more props
Added collectable orbs
Added a roof and created holes so you can look at the starry sky
And created a text after you completed your level.
All I'm left with now is redoing my one sheet (which is almost done) and storyboard.
I made a text appear and change when u enter the trigger;
Added a fence;
Made a roof;
Door is now finally locked and can be open when you obtain the key.
I modeled more props
Added collectable orbs
Added a roof and created holes so you can look at the starry sky
Redid the whole last room and remodeled the key
After you get the key all the other lights go off and the only light you're left with is your light in your handsAnd created a text after you completed your level.
All I'm left with now is redoing my one sheet (which is almost done) and storyboard.
Tuesday, 2 December 2014
Flickering lights
I managed to get my code work without anyone's help so I'm really happy ! I made my lights flicker and added a flickering sound.
I also worked on my big hall. It has 3D sounds now and more lights. The reason why there are red cubes is that I'm trying to make my characters antlers visible.
I also worked on my big hall. It has 3D sounds now and more lights. The reason why there are red cubes is that I'm trying to make my characters antlers visible.
Sunday, 30 November 2014
Text and Key scripts
We managed to use a button as a "Key" that lets the character open a door.
Also with help of free assests created an explosion trigger
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And use GUI text to display text when entering the trigger
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I also managed to add a lot of sound and it's really interesting to experience how it affects the mood in the game. Next thing i need to do is add the roof and more game objects as well as animate and script the last room of my level.
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