Friday, 28 February 2014

Generator

These are some generators that I have modeled using 3ds Max. They started out as a simple box and after some extruding, I slowy shaped these models to what they are now. The extra objects in the middle and the bottom are seperate from the main model itself. The idea is that the circular object within the middle is nothing more thatn a socket where a wire would extrude from, connecting to other objects in order to give them power, such as a light. The object at the bottom acts as a vent, allowing the generator to cool of by releasing hot air. These two models were quickly done but, it something that I would not put into the game. 
 
This generator would start from the middle and continue down a row, making it look like one long generator.

 

This generator would act as an end to a long row of gernerators, due to just having one long edge.








Coming Week Schedule

The Schedule Outlines the coming weeks intended progress

At the moment, we are a little behind in work load, so hopefully we can pick up the pace.

Unity Prison Textures Color Experimentation


I've been experimenting with different texture colors of the prison cells to see which goes best in the environment.

Brown

Dark Brown

Dark Purple

Dark Grey

Cream

Silver


Dirt Brown
Out of all of these i think i prefer the silver, cream, and brown. I will have the rest of the group also decide what their favorite, and if there are any other colors that might prove useful to test.

Wednesday, 26 February 2014

PlayMaker

Ewan told me today about how you can use PlayMaker to code the story sequences of a game. This might be really useful for our opening and closing scenes.
So I might in the next coming days spend time looking at the tutorials and see if it would be a good idea to use PlayMaker for this part of our game.

 
(this image was taken from the playMaker main website home page).

Tuesday, 25 February 2014

Unity Progress

This is what the prison level looks like so far, obviously more work is to be done, but the basic geometry is there, and needs a few alterations for game-play benefit. The aim of the level is to create a dark and moody intense experience for the player, where the confined spaces create a dangerous feel. The aesthetic approach is to display how the aliens and humans structural design differ, where you can see how the aliens have placed there own structure and integrated them for there own purposes.

Friday, 21 February 2014

Barn Roof Progress


The roof is being designed, as to portray the attachment of the alien structure to a man made barn, the aliens have built in supports to prevent the barn from collapsing.

Two Week Schedule

So....Here's a Schedule that provides information on the course of action required in the upcoming week and this one.


Wednesday, 19 February 2014

Catch Up on Work - Completed and What Needs to be Done.

For the past couple of weeks I have been looking at the Stealth Project, which is a Unity tutorial on their website.

https://unity3d.com/learn/tutorials/projects/stealth

With the help of this tutorial I have been working through the chapters that will apply to our game, such as the Interactions Chapter (Here I have been looking at the Single and Double Doors tutorials, as well as The Key tutorial), The Enemy AI Chapter (Chapter 4), where I have been looking at the Enemy Setup, Enemy Animator Controller and the Enemy Sight tutorials, to name a few. As well as a couple of videos from the Player Chapter. I will continue to watch the tutorials within these different chapters in the upcoming weeks.

I have found these tutorials extremely useful and very easy to follow along. They are well made, enabling me to learn the specific skills I need for our project in quite a timely manner. Furthermore, with our new access to the digital-tutors website I hope to be able to pick up a few more skills that can contribute to our project from there in the next coming days and weeks.

Additionally, I have been referring to our Trello page and I am checking off each script that has been assigned to me to complete once I have made it. This has been extremely helpful in keeping me up to date with what needs to be done, as well as being a helpful confidence boost when I see what has already been ticked off/ completed.

The Scripts that I have completed are:

Puzzles
AI Patrols
Level Transition
Progression Scripts (when a player does something it triggers an action)
Lever Transition

The current scripts I am working on at the moment are:

Enemy Sight - from the Stealth Project Unity Tutorials
Flickering Light Code
Doors - Stealth Project

I hope to have all of these, if not 2 of the 3 done by the end of this week (as I have already started them all).

For next week I hope to start working on the Player Light (the orb), such as working on the expriry of the light being emitted, recharge, and it being able to distract the AI. As well as the triggered events/ sounds.

All of the scripts that I have been tasked to create are (that have not been completed as of yet):

Prison Level

Light Flickers
Locked door sound played upon entering a collision
Door open when puzzle is completed
Triggered Events (Specifity will be applied in discussion)
Player Light (Expiry, Recharge, Distract AI)
Detention Scripts - when and how the AI detects the player
Triggered Sounds

Tutorial Level

Doors

Monday, 17 February 2014

Floor Platform Progress

Photoshop Alphas for Grated Floor Holes Transparency

Configuring Crazy Bump Bump Setting For grated floor

Modelling different floor's to find right idea, one that looks best and appropriate for game

Testing Floor in Unity with textures bump mapping and lighting

Different grated floor colours

Friday, 14 February 2014

Software

The software within the new group will remain the same which are..

Unity

Maya

3ds Max

ZBrush

Adobe Photoshop

Adobe Afte Effects

Adobe Audition

CrazyBump

C#

Thursday, 13 February 2014

Roles

We have disscused our primary roles and everyone seems happy with the tasks given to them. These roles that each individual chosen are also roles that they wish to do within the computer games industry. I have chosen to be the Asset 3D modeller within the group because that is the role I have picked in the last group. It is also something I know that I can do and wish to expand on, such as making more complex assets. Unwrapping and texturing each model is also something I will try and do, but with the time our group has left, I wonder if I will be able to do all of the models on time.

The primary roles each member picked are...

Michael Ghamloush: Producer, Enviormental Artist

Joe Coggins: Co Producer, Character Artist

Alice Sullivan: Scripter C#

David Argent: 3D Asstes Modeller

Wednesday, 12 February 2014

THE MERGE!!!

Unlimited Games And Barnpunk have formed....Unlimited Barnpunk.

Our game will incorporate the best of both sides, to make one, awesome, fantastic game.

There are many things that we will be keeping and scrapping and changing.

The Merge

Due to some unfortunate circumstances, before the christmas break, our group has now been merged with another. Our ideas are simailar and we hope too take the best ideas out of both our games and make something unique. There will be a lot of changes along the way, but we hope to have a full working game that everyone can enjoy by the end. The group now has four people in total and their names are...

Joe Coggins

Alice Sullivan

Michael Ghamloush

Myself, David Argent