Showing posts with label 3D Work. Show all posts
Showing posts with label 3D Work. Show all posts

Tuesday, 14 May 2013

End Game

Here I will be describing the problems we had with our final instalment of vertical slice of our game Dionysus below you can see the first person controller facing outside the house pod. The added in the fog to hide the rendering of the trees as you can see where crossovers are this position of one of the parts and as you can see it is not their. This will be shown once the plant in front has been eaten also below you can see in the bottom right-hand corner. There is the mini map that Alistair made, which shows the position of the controller with red arrow.



below is a closer up image of previous few above, and their health by the top left-hand corner has also got smaller as decreases over time due to your hunger.


one of our main problems was that when you first eat one of the plants. The mini map will disappear forever and will not return. We looked into this and could not find a solution, even though the mini map was successful and worked well due to perhaps encoding it just disappears.and also, as you can see from the plants being eaten apart are described earlier, has now appeared.


below is the pause menu that cat made using the coding as shown on the blog . Unfortunately, due to the lock of the mouse and not coding the buttons to do their own functions. It doesn't work that this show that we were on the verge of finishing it and we needed more time to code


below is a video showing the character, leaving the part eating the plant, seeing the object to pick up and picks it up. This is just shows the basics and the core mechanic of our game.


Problems:
  • Getting the code to work for the health and death zones around Alistairs trees
  • to get the mini map to stay on the screen after plants being eaten
  • getting the pause menu to work
  • having an end game screen or reverting back to menu
Overview:

looking at the vertical slice. We believe that the core mechanic has been shown due to hallucinations from eating the plant to finding a part to the fix your ship. This is the core mechanic of Dionysus . We believe, for the first vertical slice. We have made. This is a great combination of all our knowledge and special skills and a unique talents from Alistair JJ, who mainly focused on 3-D and Alice and Cat who focused on coding and Rebecca, focusing on 2-D. The team had its ups and downs, but overall the vertical slice has come out to be a solid game yet you do not have a death screen and an endgame, but as I said above, the core mechanic of the game has been shown using this knowledge that we have learnt the game that we will make in the third year will be greater than this vertical size due to the knowledge lessons we have learned and all help us a lot in the future

Thanks for your help. Tanguay, Steve and Robin


Ship Parts

Given that, as said in the privius post of mine, there was an explotion on the shit, ive created tilable ship parts which should be useful to litter around the map.


This one is for the ships flooring, emergency lights are self powerd so even if the ship brakes up the light will still be on.


Part of the large Heat Sheld that the ship had


Part of the common flooring within the colony ship.

Cargo

since we lacked geniral debri such as Cargo which would of been throwen out of the ship during the initial explition i desided to create a few boxes of various types depending on the cargo. was not hard to make, and it is easy to duplicate within Unity.

All of them are Normal Mapped, some of them are better than others since there was troble with "SSBump" and trying to get it to be smooth rather than Jagged, but the effect works well since they would of been bashed about.






Monday, 13 May 2013

Intro Screen

Here is the intro screen.
 
 
Here I was looking at using the rolling credits like in star wars and using the words "A Long Time Ago In A Galaxy Far, Far Away" what the planet dose at the end of the rolling credits is come up close as if your zooming into the planet to where you are.
 

 
 
Part 1

 
Part 2

 
Part 3

 
Part 4

 
Here is the planet zooming in.

Crosshair, Fog and Code

 
Using these codes below I got the mouse to stay in the center of the screen
 
These codes are Javer Script and there in yellow
 
Code 1:: function Update () {
    Screen.lockCursor = true;
    Screen.lockCursor = false;
}
 
Code 2:: Screen.showCursor = false;
 
 
Also to get the crosshair to show in the center of the screen I uead this code.
 
Crosshair Code:
 
Code 3: var crosshairTexture : Texture2D;
var position : Rect;
static var OriginalOn = true;
function Start()
 {
  position = Rect((Screen.width - crosshairTexture.width) / 2, (Screen.height -
  crosshairTexture.height) /2, crosshairTexture.width, crosshairTexture.height);
 
 }
function OnGUI()
 {
 if(OriginalOn == true)
 {
  GUI.DrawTexture(position, crosshairTexture);
 }
}

 
Below is the crosshair that I made in Photoshop and then added to unity.
 
 
 
Using the simple reder settings (see Below) we added fog so we could hide the trees when they redered. 
 
 

Friday, 10 May 2013

3D modle Assets

more assets have been added to the Pods intorior, decorative ones to make it more homely.

so far we have a transparent Glass, Tolet role and an Alarm Clock which is the essential stuff at the moment.

 
JJ Made the glass
 

Alistair Made the clock


JJ Made the toilet roll.

Update


Alistair has added a crosshair so that the mouse locks in at the centre of the screen and made assets

JJ has edited sound effects and made assets

Alice has added a health bar, but we are having problems trying to get it so the health gradually decreases, goes up on eating a fruit and goes down on being near the tree's dealing damage or in the water.

I have added extra lighting to the pod and other areas like the AI and cave. Edited the waterfall texture so its showing water falling instead of a spray effect. I found some more sounds and added them to the game however only the ones attached to the first person controller are currently working and we'll need to add the door and eating effects to the code. Added in the assets JJ and Alistair made. Added code for a pause menu but it doesn't completely work with our current code/properly.

Wednesday, 8 May 2013

A.I Update ( Textureing )

 
Has JJ was having truble with textueing the A.I I volanterd to do the textureing as you can see by the UV map this it have the best in the world but it needed to be done so I got the detail out where it was needed and it looks ok.
 
Below are some of the images of the A.I in maya and a rendered picture at the bottom of this post.
 




Tarrain Update


Here are three of the plants that will make you screen change colour below is one of the three changes.

Below is when you would eat the Blue flower.



Above is a view of the canyon.


Above is the A.I textured in the enviroment.


Here are some fish underwater.


This is the inside of the pod that has had some lights added and also the texture of the mirror has been remove and the textures being in the right place has been conpleted and as you can see it looks alot of frindly and the last textures.


Friday, 26 April 2013

Title Screen

 
 We desided to make a title screen as all games have one so use uead the textures that JJ had made at the start of the porject and also uead the font that we where using for the game in the development stage.
 
 
Above is a close up of the planet the JJ made the texture in Photoshop we did not what to use the Hi defanition texture as we where conserned that the game would crach.
 
 
Above is the final screen that will be in the game the plant dose spin on and 360 degree rotation.

Monday, 22 April 2013

Robot AI

An update since i asume you are all wondering.

Now that the cilindrical mapping is now properly works, it is progressing much faster than its privious progress. anyway, in a nutshell, it should be done rely soon.

The only consurn would be the animating of the robot, since our expirience of animating is limited (i am speaking in turms of the group as a whole) ether way, whoever does the animation of the AI it would be understandable if it would take an aditional amount of time to finish it.

all in all so far so good.

i am also looking into "Light Baking" in Unity since were going to need it sooner or later.

Tuesday, 16 April 2013

Visor - Maya

Though this would be useful for anyone making 3D assets. Could use these as a base and edit them.
 
Under Window>General Editors>Visor

Has a number of various meshes which could be edited into alien plants.

Wednesday, 27 March 2013

Plant Animations Update

Found a good way to animate the plants in todays coding session. Instead of animating the fruit disappearing in Maya and then splitting the animation in Unity we can have the plants modeled without fruit then make a sphere/capsule/etc in Unity (for the time being) with a transparent diffuse material and in animations lower the alpha so that the fruit will fade out after being clicked on. Should be easy to incorporate into the code as well.

If we have time we could model textureless (but UV mapped) fruit which could then have a transparent diffuse texture made in unity and applied to it so it looks more intersting than just a simple shape :)

Updated the lily pads - removed the fruit in the centre and added more polys so they are more rounded and look less like dog beds

Also made a circuit board which could be used as one of the parts to be picked up. This probably won't be used however as it'll be easier to use transparent/difuse in Unity which will work with the hallucinations better and could be replaced by a planar map with alpha channel as this would use less polys

Friday, 22 March 2013

Terrain Picture

 
Here are some update pictures of what the tarrain looks like so far we have added the tree and other assates to the tarrain
 


 
Here is one of the planets the toop made which has been added to the tarrain.
 
 
This is a view from under water to show that the codeing that alice did makes a mist under a serten level.
 

 
above are the two panaramic views of the canyon.
 

Here is the pod in the new tarrain

 
A.I that JJ made in the tarrain textureing needs to be finished
 

 
Above are the two pictues of the inside of the pod to also show how the textures have filped onto the wronug parts of the pod maybe me combineing the pod in maya moved the uv textures i will have to find out whats wroung.
 
Problem:
 
  • Texturing of the pod
  • Lighting of the tarrain
  • Making the mist underwater thiker.
Things to Do:

  • Changing the mirror texture