Showing posts with label JJ Posts. Show all posts
Showing posts with label JJ Posts. 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.






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.

More Sound

More sound has been added, edited in Adobe Audition so we have out desired effects. also colaboreted with Rebecca Toop with her Audeo files she added, so now we have a sound for when the player eats and walks and so on.

also creating geniral 3D objects for inside the Pod at the moment since it looks qite bear in some arias.

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.
 




Wednesday, 1 May 2013

Sound

sound is on the way, collected the set we agreed on, however, a small problem. (dont owrry its not going to stop is uts just a basic one) the audeo files are in diforent formats, like IFF and so on, however i also need to know what type of audeo file Unity uses so that i dont wait stime converting the audeo files to like MP3 or something and all of a sudden being told we need IFF or something like that.

in a nutshell, there ready, just need to know what they need to be converted too.

Friday, 26 April 2013

Texturing

found a useful tutorial on texturing for all of us, probably worth a look at wether your an expert or not.

in a nutshell, it hightlight triks and tips on texturing, so for exampile, how can you create a rust effect in a seccond rather than spending hours perfecting it.

hear is the link: http://forums.cgsociety.org/showthread.php?t=373024

Audio and Adobe Audition

OK so i think it about time to show what we will be facing in turms of Audio. So i did some resurch to see what we where up against and so i have come to the conclution below.


Sound effects, while some of it can be edited in Adobe Audition for effects (faid in and faid out and so on) achaly recording the Audio in the first place will prove a challenge. for exampole, while recording can be acheved through a sympole basic micraphone, removing background could prove challenging depending on the sound.

Adobe Audition had a very effective tool of removing the noise but for longer Audio this could prove time consuming as well as frustrating if something where to go wrong. how this works is that Audition creats a sort of "Thermal Imige" of the audio and allows the user to highlight and deleat arias of the audeo, this is created by what freqensies it can pik up and split them up, however, it can be a problem if an unwanted sound where to be present at the same freqency and the sound we would want, there for it not only would it be hiddent, it would be alot harder to remove, not to mention the audio would be changed with the content of the audio we would want, which would be problamatic.

So... in a Nutshell... well have to stick with the basics it would seem. althogh, i do beleve that we have time for the basic effects for the game.

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.

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
 

Friday, 8 March 2013

AI robot 3D Modle Update

As expected the AI robot proved more dificult to construct than antisipated. which expanes the time gap in which i was constructing and trying to perfect the modle so it can be animated effectivly. Animating in Maya seemes sympole however we have only been tought in 3DS MAX how to put bones in the modle, so it would be reccomended to use this program to put bones in the modle.

so far i am doing a quick update on the modle so far so you all can see it :)



the booms will have there pivot's changed in due corse, and bones will be added.


 
 
The lower one now looks better

Thursday, 28 February 2013

Robot AI ( Concept Art )

Well it seems there was a quick decision to choose what the AI robot should look like, but I'll upload the suggested final design of the AI.

Also another note, which is also another idea which I beleive should be implemented if posible, later on when we have the main basics down. Basicaly when the AI talks to the player while the player is far away from the AI and so radio communications are being used we can have a small thumbnail of the AI appearing on screen to the player and speaking to him/her. This is just an idea at this stage and if we have time it could be a basic thing to implement in the game later on.


In this one I thought I would add a background to this just to give it some form of place in the scene.

Monday, 25 February 2013

Monday 25th Feb Group Discussion

Here are the basic tasks we're outlining to be done for Monday 4th March:


JJ: Carry on with the concept art for the terrain and A.I. and have this done for Monday the 4th March? and start working on your plant asset and hopefully have it finished for two weeks time?



Cat and Alice: Working on getting code together (with Alice) e.g. player movement, collider meshes, hopefully some door opening interactions? for Monday 4th March?



Toop: Can you work on moodboards for the textures for the terrain also maybe some concept images for alistairs pod on the inside?  making it look like living quarters? and can you work on your plant asset to have finished for two weeks time as well?


 Alistair: Can you work on getting the terrain set up so we can at least move around in it and add some basic code, add your pod asset and start adding the interior like in toops concept images??
maybe have this almost finished for the 4th of March? if possible?

Friday, 22 February 2013

Planet & A.I ( Concept Art )

im not the best 2D guy but i though some consept art was nessisery as we are missing qite a bit, and it could be disastorus if we just jumped into this game without knowing what things need to look like even at a baic level, so hears some art you can have a look at. enjoy.

 


This is the Canyon consept art, the idea is that the corrotion of the river sawed away at the land for year and evenchaly it started to dry up due to sysmic activaty diverting the majoraty of warter elcewere, with fertile land left behind flora was capable to thrive, and with the small stream what resembles the last memory of the rivers gratness the flora is capable of sustaning itself in the envioment.

 

 
 These are the AI robots which are currently in the desing prosess, as you can see i am about to start working on one at the moment, this is by no meens a final result of work and it should be noted that this is still the planing prosess as the robots might not even be included in the game.


I thought it was also nessisery to start working on some alien treas, this is not a final result at an exampole of what has been done so far within a day (6 hours). i htought i would share it with evryone urly :)

that is all for the time being but more is on the way :D

Monday, 11 February 2013

Planet 9 ( 3D Work )

this is the gas gian the main planet will be orbiting.


the gas giant has an effect on the planet's wether, such as ice seasons where the planet would be passing through the shadow of the gas giant.

organic planet is on the way.

Organic Planet is Hear!

yep, after some minore complications and alot of tryal and errors the Organic Planet is neer 100% compleation :)

hear are the renders:

Friday, 25 January 2013

Panda-Pop and The Game Idea


We have decided to go with the concept of making an alien survival game where the character has crash landed on the planet, he has survived the crash of the colony ship he was on. The basic idea we have is that ships are being sent from Earth on a one way trip  with the idea of setting up a colony on a planet. The ship and parts of it to make the colony and never leaving again. This is done to spread human civilization out among the stars. Unfortunately, human technology hasn't progressed far enough to achieve the long-range communication over light years, as a result contact with Earth is near impossible so this poor colonist is now trapped on an alien planet's hostile environment and never before seen plant and animal life. Luckily he finds the wreckage of the onboard AI which is somehow still working. The AI is able to communicate with Earth, but is badly damaged and the surviving colonist must find wreckage and old parts from the civilisation and from his ship to fix the AI to hopefully call for rescue from Earth.