Tuesday, 25 March 2014

Desk Asset 1

Desk Asset 1



This is the completed desk that I have made in 3DS Max. I will be making 2-4 different versions as to make the scene look a bit more diverse. I have not textured the model as I will be doing that last, after completing all other models. I made sure to remove any unused vertices and hidden faces. 

Team Game Concepts

Game Concepts Brainstorm Activity


 These are the key words that various people wrote down in response to stimuli.

This is the four game concepts that I produced while using the key words above.

The concept that my team decided was best was the bottom left square. 

Tuesday, 18 March 2014

Tropical Fun?

New Unity Game

I have now started documenting another project that has been assigned as a part of my assessment. This game is using the outline 'tropical fun' to guide it's development.

This is an early build of the game. I have completed the background terrain as well as the code for movement. The squares with the rainbow texture are placeholders. The aim of this game is to bounce on each platform to collect an item. 


This is what the ball will be bouncing on and is the replacement to the placeholders.

Tuesday, 11 March 2014

BLOCKING IT UP

BLOCKING IN


 This is where I began to design my level by blocking it out. The beige areas are the ares where the player will be able to move and the light red areas are where the player will not be able to progress.

This is a more complete layout of the level, besides the elevation. The light orange segments are where the player will be able to travel over during events. The first one I have put in indicates where the player will go while on the zip-line. The green at the top of the level is where the level will start and the dark red at the bottom of the level is where it will end.

This is the most likely the final product. I have changed the colour of the travel events to blue so it is easier to distinguish. I have also added in the event to cross between buildings that I forgot to add earlier. 

Tuesday, 4 March 2014

Game Assets

Game Assets


Assets that I will be using in my level will include multiple office supplies and furniture as well as models for the parkland at the end of the level.

Assets

High Priority
  • 3-4 different desks
  • chairs
  • lights
  • doors
  • windows
  • trees
  • safe
  • key/paper with key-code
  • grapple hook & cable
Medium Priority
  • vines/weeds
  • overgrown grass
  • broken desks
  • path
  • rubble
  • escape vehicle
  • restrooms
  • shelves

Low Priority

  • glass fragments
  • broken paintings
  • computers 
  • desk equipment

Textures
The textures that I will use in my level will have to be within the dark theme of the level. Since my level is going to have a dark theme/feel I will avoid using bright textures.

I will need to have textures for:

  • The path
  • The tree trunks
  • The tree leaves
  • The walls in the buildings
  • The floor in the buildings
  • The roof in the building
  • The lights in the buildings
  • The tops of the desks
  • The legs of the desks
  • The leather on the chairs
  • The other sections of the chairs
  • The escape vehicle
I will be using both custom textures and customized materials from 3ds Max.

Textures used:
This is the texture on the main section of the buildings(the none enter-able parts)

This is the bump map for the leather texture I used on my chair asset.

This is the texture for the leather on my chair asset.


The other textures used in my level are either standard Unity assets or materials.




LEVEL PLANS

LEVEL PLANS



First Draft
This is the first visual representation of what I want my level to be. It shows the basic layout and flow of the level. The first two boxes are the buildings and the shape at the bottom is the park. The arrows are a simple way of showing player progression and where the player will be 
going.





























Blueprint






































This is the latest blueprint for my level and is, at least for now, the best design document I have. As you can see it has taken the rough draft I posted above and improved upon it greatly. The three areas have been improved and more detail has been added. The big 'S' at the top is where the player will spawn at the beginning of the level and inversely the E at the bottom of the blueprint is the end of the level. Objective 1 requires the player to find a key to open a safe, which is Objective 2. Once the safe has been opened enemies will break through the windows that have a symbol next to them. This will force the player to run. The player will shoot the window out at the end of the room and jump across to the other building. Keep in mind that this is a high-rise and the player is on the 20th level. After the player has landed on the other side the next Objective will kick in. This will be a hold objective that makes the player wait for a grapple to hit the building so they can escape. Once they have traversed the grapple they will have to run through the park that they land in to reach the escape vehicle and finish the level.










NEW Level Design Ideas and Concepts

New Level Design Concept


So it turns out that the whole design that I did on my previous post was incorrect. The game type that I have to create is a third person/first person game. The new concept that I came up with is a post apocalyptic city setting. The main theme in this game is speed. I want to design it more around running and avoiding than fighting and killing. 

The level itself will have three main areas. The first building, which is the building that the player spawns in, will be a high-rise. The specific room that the player spawns in will be a small office room with a storage room, 2-3 desks and a private office. The second building will be where the player progresses to, it will be a larger space with 6-8 desks and a few branching rooms(these branching rooms will not be accessible). The third and final part of the level will be the park. This park hasn't been attended to in a long time so it is almost like a small forest. The park will have a path that will direct the player where to go and at the end of the path is the final objective, an escape vehicle, that will end the level.

The main incentive will be to survive and reach the end of the level. I plan to give the player direction by having in game characters speak and tell them what they have to do. The main character will be a messenger/courier who does not have much combat experience, thus reinforcing that the player will need to run. His name will Jacob Ford, he is the fastest member in his group, which is why he is the messenger/courier. The character that will be giving the player commands over radio will be Emily Anderson. She is the brains of the group and commands people from an armored vehicle, the same vehicle that the player has to get to at the end of the level. The last character that I have designed so far is a female assassin type character that will help the player progress through the level by taking some enemies out. Her name will be Rose Wildin and she is one of the more hot headed types in the group. The group mentioned above will include about 5-6 people, all of them trying to survive in the city by taking on missions and assignments from bigger groups and companies.

The general speed of the level will go, in order, slow-fast-hold-fast. The slow section of the level will be the start where the first objective will be to find a key for the safe that the character needs to get into. The fast section of it will be when the character unlocks the safe and picks up what it contains thus causing a multitude of enemies to break through the windows. As previously stated the main character does not have very good fighting skills and is only kitted with a pistol, these two combined forces the player to run instead of fighting. The hold section will be in the second building where the player will be forced to wait for a grapple hook to be fired from the ground to secure their escape. The player will hold their position with help from Rose until the can escape. Once the grapple has connected with the building the player will be told to slide down it into the park. When the player lands in the park it will be pretty peaceful for about 5 seconds until even more enemies start to spawn in. The player will be encouraged vigorously to run for their lives to the escape vehicle that is on the other side of the park.