Thursday, 30 January 2014

Extra assets for Farm and Woods [Mike]

Farm

Corn field - two planes attach to each other to create the illusion. Ready to be textured with alpha channel

Low poly Scarecrow


Sunflower


Well


Woods

Giant leafs


Flower #1


Flower #2


Flower #2 different angle




Industrial Level Update and New Assets

Exported all the assets and level parts into FBX format ready to import into Unity. The FBX files has had their history and unseen polys deleted to compensate for the industrial level poly count.

Additional Assets:

Billboard

Ladder

Team Meeting - 29/01/14

In the meeting we decided to merge the levels together to make it 1 complete level that transition into each other.

During this we also discussed how we can improve industrial level into a playable level; we discussed the following ideas:


  • Moving lights in severs
  • barrage of boulders to block the path of the player where the player must move them to progress further.
  • Movable platforms for the bridge
  • Puzzles in the factory to claim a gem; false boxes needed to make a platform or a simple floor puzzle where the right combination is needed to run the conveyor belt.
  • Bending factory's exhaust thingy.


Additional Assets for Levels:

Woods:
Flowers
Petals
Leafs
River Stream

Farm:
Scarecrow
Cornfields
Sunflower
Well

maybe~
oats sacks

Tuesday, 28 January 2014

3D Models for woods [Mike]

Boulder #1
 
 
Boulder #2

 
 Bridge

 
Fire torch


 
Ruins
 


Saturday, 25 January 2014

Industrial Level & Level [UPDATE]

Industrial Level:
The poly count of the Industrial Level has been reduced from 18,000 to 16,000 polys. I have deleted the faces of the buildings and assets which are not seen by the game's camera view.

Street Light Re-Vamp:


Re made the street light in a lower poly count compared to the original one I made previously; The street light is more realistic form to an actual street light found in a city. 

Reference Pictures:




3D Models:


Broken Glass

Can

Fire Hydrant

Industrial Barrel

Mail Box

Newspaper Article

Road Signs

Road Barriers (Concrete and Plastic)

Phone Box

Telephone Pole

Work done over the weekend [Mike]

City Bus for the Industrial level

New York City Bus

Low poly






Wednesday, 22 January 2014

This week update from Mike

- The old background was very blocky when import into unity
 - Start from scratch again
- More smooth with the humps
 


Not enough concept art so I was asked by my team leader to make more
 
This is a concept art for the Woods level
 
 
Still WIP



Thursday, 16 January 2014

Group Discussion - Additional Assets

Woods/Forest Level:

Inspiration: Trine 2, Princess Mononoke

Assets Discussed:
  • Lillypads
  • Mist (particle effect)
  • Logs
  • Boulders
  • Stones/Pebbles/Skipping Stones
  • Animal Footprints (texture)
  • Bush
  • Leaf falling (particle effect)
  • Muddy trail (texture + bumping)
  • Vines
  • Waterfall (particle effect)
  • Tree roots
  • Bridge (over a river)
  • Flame torches
  • Ruins

Industrial Level:

Inspiration: The Last of Us, I am Legend

Assets Discussed:
  • Newspaper article
  • Cans 
  • Road Signs (motorway, highway, etc)
  • Mail Box
  • Broken glass
  • Bus
  • Destroyed Car
  • Road, Concrete Barriers
  • Telephone Pole
  • Newspaper Dispenser
  • Vines, mould (textures)
  • Puddles
  • Grass
  • Phonebox
  • Billboards
  • Dust bins
  • Industrial Barrels
  • Sand bags
  • Fire hydrant
  • Earthquake scene
  • Weeds - on roads (textures)

Wednesday, 15 January 2014

Unity Coding File Update [Emma]



Currently, the main unity file consists of several scenes, most of which for testing, the rest are main files. The current two above are woods and farm (which will be updated again in the week with the latest version with the newest models). 

Firstly, I've managed to add to start adding some textures to farm, and with the final assets, Farm should be fully textured by the end of the week. The style has been finally set, and will match with some of the final lighting adjustments and changes.

Most of the textures are reusable too, so we can change the colours of them and move them to fit with other levels, making it easier and quicker, allowing us to pick 


There are several pieces of new code, and some changes to the game to add a bit more of a puzzle to it. Some of the worries have been dimming down the lighting for the dark world, as well as swapping textures, I've managed to achieve this with the timer. On top, we've added a working timer, and gem collection which adds time to the counter.


After a testing and discussions, I've added some extra features to the game. For example, there is a friendly light companion through the game, which follows the mouse. It helps to illuminate the way when it's dark, so the player can spot the gem, and I've added another code to it, so it can pick up items and help the player progress, so for some areas, the player will have to find something and grab it with the mouse to help them progress.



Our Character controller has also been fixed, and they now can climb up ladders, there was an error and he couldn't climb up, nearly all the codes are in place, besides the character animations and crawling and jumping, which we need the character animated for.

Friday, 10 January 2014

Platforms for Farn & Wood [Mike]

Farm's rocky bridge and floating platforms






Rock design for background




Main ground platforms for Woods level






Mushrooms for the Woods level

 
Background Farm scenery