Thursday, 12 December 2013

Time to rethink our idea... (09.12.13)

Due to recent events it was decided that we should reconsider our game to a different play style. We have techniqually restarted our project but bringing forth our previous concepts and designs.We are going to incoporate some of the  previous ideas into our new game but with a different gameplay.


This is our brief:


Puzzle Game:

The main gameplay idea we have is to teach the player not to jump to conclusions about the first way they can tackle the puzzles. Although it may seem simple at first, it turns about to be a little bit more complicated; a process of finding leavers and moving obstacles may have to be discovered first before they can complete the puzzle.


Playing with the players mind:

We still want to work with the idea of the girl trapped in an alien industrial farming complex, however the story starts out with the girl falling asleep, and the game starts in a ‘dream world’ but the player doesn’t know this is a dream. You have to complete certain tasks/ puzzle in order to escape. However when you do finally escape it turns out that she has awoken from this dream, and she is in fact still stuck in the cage.
 
Our design is to be very clean and to create simple puzzles for the player to complete.
 
 
This is the kind of style we want to go for, a clean a crisp style although we shall consider adding in dirty and broken down areas to create different effects and to tackle emotion.
 
 

 
This is a simple map layout with very simple structures that we could incorporate such as alternate rooms to collect objects to allow you to pass current rooms.
 
 
 
 A few level designs and strategies; the top image shows the need to move the box to get out the facility and that the lever is on the other side. The second image then shows an obsticle in the way i.e. need to be another platform to help you cross, and the last image shows the solution to get to the other side.
 
 
This is a concept of an alternate style we could persue with an old styled wooden shafts and dirty floors, with crates and containers.
 
 
Script:
 
Girl: (could be echo distorted)
 
''Where am I?''
''AHHHHHHHHHHH!!!'' - Scream
''What is this place?''
''Huh?'' - shock
''Maybe the lever on the other side of the room might do something...'' - monotone (hint)
''What does that orb do?'' - monotone (hint)
''Get me out of this place!'' - panic
''We are trapped in here like animals...'' - monotone (hidden meaning)
''I might have to try a different approach...'' - Questioning
''Maybe there is another way?...'' - Questioning
''(Grunts and moans)''
 
Story/scenes (monotone - talking to self): ''I have been trapped here since I can remember... What does the sun look like? I can't remember it... That man has tried to escape before. Many of us have, many have failed...They keep us in these cages, and when someone leaves, they don't come back. This is what they mark us with, this strange symbol. What does it mean?... Oh thank god its gone... It left the cage open! Nows my chance...''
 
 
 
Other prisoner:
 
''What do you want from me?'' - Anger
''HELP ME!'' - scream of terror
''AHHHHHHHH!!'' scream
''Get off me you overgrown chicken!'' - anger and scared
''Wake up'' - mono
''Over here'' - wisper
''(Grunts and moans)''
 
 
 
Other sounds/noises:
 
Predator cracking noises
Platapus noise
Chicken noise
Footsteps/Stomps
Chains
Bars rattle
Snapping
Machinery
Creepy laugh (prisoner)
Whispers (prisoners)

Tuesday, 10 December 2013

Pick up and Throw test.

I have recently been working on getting a pick up object script and a throw script to work for our light orbs. To test out the necessary scripts and such I created a new Unity Project, just incase I ran in to any major problems, I did not want it to mess up our main Unity file. I also wanted to go in depth with this test to prove to myself that I am capable of doing things such as this! so that I will not have to rely on Playmaker.



In the first screen shot, I have done it so you can see the basic test scene that I have created. Over on the right hand side you can see the three scripts that I have used, the first one is the Object Properties script, which is in C#, this script is attached to the object that you want to pick up. For this script to work, the object needed a collider so that the character controller could be able to pick it up, it also needed a rigid body component added to it. The next script is another C# script, this is attached to the character controller which enables it to be able to pick up the object when the player presses the 'f' key, as well as being able to throw the object when the player clicks the left mouse button. The final script is Javascript, this is also on the character controller, and this controls the power in which the object is thrown by the character. I still need to tweak the power in which the object is being thrown, because at the moment it is too powerful.

The bottom screenshot shows the character controller holding the object (I could not print screen the throw action because it disappeared before I could!!).

Tuesday, 3 December 2013

Human Modelling




03.12.13

Today I have worked on creating human typology starting from a basic mesh. I have been refering back to Autodesk's human mesh so as to help me with typology. I had a bit of trouble trying to figure out how to get the arm's typology trying to get the edge loops to match up with the rest of the muscle movement and anatomy.




04.12.13

Further typology has been added to the model to enhance the muscular structure to the body. I have added extra-edge loops to keep the model fairly even with the polys but also keeping in mind to keep it low on the polys. I now need to work on the final touches to the arms such as muscle and hands. I also need to create the head and improve typology around the neck and chest.




05.12.13

Today I finished off the legs by retopolgizing the knee caps and the formation around it. I then tightened up the rest of the torso by adding in more polys to give it a smoother shape. I added extra edge loops around the neck to help the movement to the neck muscle and shoulder as well as adding form to the face. I found great difficultied in trying to reconstruct the face in the way that typology will effect the the muscle movement and figure of the characters face.

06.01.14

As the new year starts I continue to model my human, I managed to complete the hand and attach it to the body, as well as producing an ear. The ear was very tricky, notheless I managed to get the shape in and attached to the head. I then spent a while re-typologising around the ears so that they fit on the body well, with very few triangles.







Processing Room - Few Assets Added

Today I started putting the assets that have already been made by Toop and Joe in to the Unity project to see how things looked, and to scale them if needed. Below is a print screen of the conveyor belt and the meat hooks, along with the cooker. This isn't how it will look for the final thing, but it's just to give us a quick idea of how things will look and if we want to change bits, or add anything further.

 
 
When the player walks around the processing room, it will not be as lit as this. It will be much much darker, which is why they will have the light orb as a source of light to navigate their way around. 

Cage models

The plane in the background is a test to check the texture on it is seamless, its getting there but isn't quite right. This cage is based on the style of cage used for battery hens which would be wall mounted and stacked up on the wall which would give an imposing feeling.


As we aren't 100% if this type of cage will be included I've quickly done a basic texture over it and more detail can be added into it later. As the other idea is to have more box like cages for the AI to patrol around I will make one of these as well and we can decide which we will use


Here is a cage model, again I've used the unfinished texture from before. When said texture is finished with proper tiling, added decals and specular maps I will update this and the other model which will improve their appearance. For now this will do for checking it works in Unity.

Sunday, 1 December 2013

Monster Character 3

This week I've being sculpting this and trying to figure out how to normal map, retopolgize and poly paint.
Next step would be to  actually start retopologizing and baking normal maps to the low poly model and start poly painting in ZBrush. FYI this is the high poly model and he is 6 feet tall, and I imagine the other characters are going to be around about 6.5 feet - 7 feet tall.


Wednesday, 27 November 2013

Sink

This is a model of a sink for the toilets in the reception level. I made this model using 3dsMax. This model is inspierd by one of the pictures on the mood board posted earlier on. I don't know if this asset will work with the other asstets so I'll have to wait and see what hapens. It coud be that I might have to do another model if this one doesn't satsfy the group.

 


This asset was quick and easy to model but the problem that I find with this is that it deosn't show enough detail. It might look better once the texturing is aplied to the model.

Texturing 25th - 30th


Today I have managed to texture the conveyor belts and hook. They are exported out seperately as 3 different object so they can be re-adjusted in unity. I will next add bump and specular maps to the assets, and continue to texture the other asset for the room.

 
This is a shot of both the conveyor belts with a bump and specular maps. The bump highlights detail whilst the specular highlights light. They have been used together to give off a metal shine but also to show that they have a little wear and tear in them. The bottom shows a dried blood that has been left at the bottom and rust in the metal where is has started to decay.
 
 
This is the turbine fully textured and ready to be put into the game, it has a diffuse, bump, and specular map. I have used rust textures to make it look a little out and outdated whilst a complicated piping texture to exaggerate the high-tech style in which it is built. This is used to power machines around the facility and possibly to grind bodies.
 
 

Tuesday, 26 November 2013

Urinal

This is a model of a Urinal that I have made using 3dsMax. This is just a very quick model I wiped up for the toilets in the reception level. This is just your traditional Urinal that are seen pretty much all over the world. 




I didn't have any problems while I was modeling this asset. I will eventually go back to this and neaten it up a bit and try to add more detail but for now this will do.

Toilet

This is the first asset that I have finished for the men's and women's toilets using 3dsMax. This model toilet is similar to one of the pictures from the mood board I posted up earlier. I wanted something different compared to the traditional style.




I never modeled a toilet before so it took longer to make than I anticipated. The part that took the longest was the toilet seat itself because of the shape. Hopefully I won't have to go back to this but who knows.

THE NEW....RECEPTION!!!!!!!

So I was Told that my level had no flow, it was all over the place, so I've massively redesigned it, it's now bigger, more organised, and well structured.


The Main Overview

The first thing the player will see in this section is the laboratory entrance on the opposite, therefore allowing the player to know exactly where they need to go, however when they get there, it will be locked, therefore forcing them to explore and find a key. when they reach the door, it will spawn the patrolling ai, the player will be warned that something is approaching and that they should hide in the cupboard behind them against the wall in the sitting area.


Toilets hallway

The Toilets

Reception area

Staff Area

Reception different angle

Into the labs
Down into the depths

The creepy dark stairway

Around The Death Lingering CORNER!!!




Monday, 25 November 2013

Assets for the Processing Room


 
These are both assets for the processing room, that were created last week. This week however I shall be texturing and adding more assets to put together for the processing room. Here I have modelled a turbine that powers the machine and the processing machine. I have also created a conveyor belt with the hook that holds humans and pulls them across the room.
 

Sunday, 24 November 2013

Re-Design & Figuring out things in ZBrush

I decided to re-design Monster Character 2 in order to come up of some kind of a varied monster, and in order to experiment with it. I will be going back to the original design and completing that soon.

So here is the re-design that I have being working on this week - it is incomplete.



This week I have also being trying to learn how to retopologize and poly paint in ZBrush and trying to see if I can do everything within the same program; I have also being experimenting and trying to learn ZBrush to see if I can transfer all the details from the high poly to the low poly. Since I do not know Zbrush that well everything is trial and error and I am trying to catch the errors as soon as possible so I can resolve it and move forward.

Retopology from high poly to low poly.


High poly model with a lot of detail and poly-paint. Trying to see if I can transfer texture into the low poly model.


Below you can see the retopologized model with details and poly-paint projected from the high poly model. This low poly model has 19110 tris and as you can see I have lost almost all the details the high poly model has. I need to figure out how to keep most of the details from the high poly on the low poly.