Thursday, 26 November 2015
Sunday, 8 November 2015
milestone 3 game
the game is now at a stage where it has a prototype menu system, first the menu and the options were in two different scenes and the game in the third, I then made it so that the main menu and options were in one scene and am thinking about joining them with the game scene.
Having never made a proper menu I am quite pleased with this even if it is just flat planes and buttons.
With the pause menu working, the player can press the P button to pause the game and have a menu appear.
The Menu system will look like a report on William so the panels behind the buttons are made to imitate pages.
(These images are not in the game and are only placeholder)
Today I pretty much finished most of the menu coding besides for the sound toggles and sliders, the menu features start game, options, controls, credits and exit game.
the game pause menu features similar buttons besides for the addition of continue instead of start game and restart.
I topped off the main menu with a press any button page.
After finishing the menu scripts I moved to implementing the inventory menu into the game, from the get go I wanted to make it so that the player could hide it and open it at any time, initially I had trouble with the hiding but I managed to make it work.
With the inventory menu in i started to work more with the lighting in the game as well as the nave mesh.
The toughest part was making the nav mesh accept the stairs mesh.
Wednesday, 4 November 2015
Milestone 3: scripts to make
This is a list of events and sounds that would requite scripting.
(-) = complete.
() = in progress.
(-) = complete.
() = in progress.
Flickering lights(-)
Jars falling over
Object falls over
Object falls over
Rocks falling down + tremors/distant explosion above ground(-)
Humming sound of things happening above
Humming sound of things happening above
Opening the cage door()
Explosion clearing and animation()
Banner waving
Health(-)
pause button(-)
Pause options system (-)
pause button(-)
Pause options system (-)
Inventory system (-)
Pick up items()
Footstep
Echo
Water dripping (3D sound in the lab) ()
Ominous background music()
Though I have not finished all these scripts I have included the most important ones.
Footstep
Echo
Water dripping (3D sound in the lab) ()
Ominous background music()
Though I have not finished all these scripts I have included the most important ones.
Milestone 3: misc objects
This is a list of all the misc objects I would like to appear throughout the catacomb part of the level, these will help populate the space and make it feel refined and complete.
Jars
Desks
Lanterns
Notes, books, files
Shelves
Ceiling lights
Crates, cargo
Trolleys
Cables
Food packages
Medical tools
Water jugs
Banners and flags
Various machinery, computers
Bins
Fridges with samples
Gas cylinders
Chairs
Bunk beds(for researchers)
Operating tables
Meanwhile the church will need a slightly similar and yet different set of items to fill the space.
Benches turned into beds
Medical tools
Crates and containers
Tables
Sick beds
Operating tables
Medical tents/cubicles from curtains
Medic bags
Trash piles
Fire pits
Flags
Food packages
Medical tools
Water jugs
Banners and flags
Various machinery, computers
Bins
Fridges with samples
Gas cylinders
Chairs
Bunk beds(for researchers)
Operating tables
Meanwhile the church will need a slightly similar and yet different set of items to fill the space.
Benches turned into beds
Medical tools
Crates and containers
Tables
Sick beds
Operating tables
Medical tents/cubicles from curtains
Medic bags
Trash piles
Fire pits
Flags
Sunday, 1 November 2015
Milestone 2 - Digital Art
Our second milestone, for our Winter Submission, was to have a working 'prototype' build and all the main concept art complete. Below are my central digital art pieces to help aid our group's team members with their individual job roles.
Above is a final view for one of the camera perspective shots in our game. I used a simple grayscale tone to help place the dimensions and interior space for our environment artist to model in Maya.
Furthermore, I made sure to create both a church and a catacomb environment piece, as they are the two locations in our game. I also labelled (in white) potential objects and their locations that the player would collect or use to advance forward in the level.
For our character artist, I created two model sheets with the features and general build of the protagonist and enemy; with a portrait profile and short back stories.
Something I enjoyed solving for the character artist, was the size and proportions of our games protagonist (William) facial features. In the previous image, the portrait angles were off centre and not aligned. So to help the character artist when it came to modelling, I made three perspective views aligned horizontally and vertically using rulers in Photoshop.
Below is an object sheet I made to help our team decide on ideas of what the player could pick up throughout the game. Certain items such as the medication and documents, you would pick up and take with you. However, something like a photograph or the audio tapes would be observable only and placed down again after interacting with it.
Underneath is a concept, I quickly made for our UI artist, of what are our games main menu layout could look like. After clicking on one of the options on the menu, the camera position would pan and move from one spot to another.
After going through several name ideas for our game, we as a team, settled on the title, MISSING IN ACTION. I felt that the name suited the story's features really well and in addition, the term M.I.A (Missing In Action) was used back in the Second World War.
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