Friday, 28 March 2014

Recycled Assets for Industrial Level

These assets were used in a previous game that we made. The reason why I have chosen to recycle them is because they were built for a similar level to Industrial however needed some improvements on how they look.


Black Bin Bags
Before

 After


Cardboard Box
Before

After


Dumpters

Tuesday, 25 March 2014

Industrial Level - Road to 100% Completion

The below screenshots are the finalised designs for the level.

I have created a start point of the level, I saw that the beginning of the level in Unity seemed to be quite empty so as a group we decided to add a bit more character to the scene by having a large rubble to block the player as he/she first enter the level. The big hill object is primarily used for blocking the level so the Player cant see the empty world and acts like a barrier from allowing the Player from walking off the level; it also helps add more character to scene which we are aiming for. The Earthquake was also made to "set the scene" of the level.

The stairs in the previous version of the Maya file was all made from planes that were in an angle. I decided to give the stair objects more detail and give it a complete 3D look with added rails to give its complete character. 

I noticed that the connectors of the rails and walkway was missing so i added them in them. 

I created the sewage and drainage for the pipe's waste which leads to the sewage. I added more details to the entrance which gives more visuals to that part of the level which will be filled with assets to build up that scene.

The Moving lights was a decision that was made to make the level more fun. I had to create holes where the lights mechanism would move in and out.

The cracked Bridge is the final part of the level and as a group we decided to make them move so that the ending would not seem so quick to play through. the broken parts of the bridge will be movable so that Player must jump to each one to reach the end.

I personally did not have trouble created the final designs of the level since I had this Planned since the start. creating the level seemed tricky at first but as I learned the mistakes from my first attempt at a building I quickly found another approach that proved to be effective. The previous academic year project was a great help in creating these buildings.

Mecanim Unity: Emma

I have managed to start animating the character using Unity's Mecanim and some basic animations found through the Asset store. 


The animation is at a basic layout at the moment, with a working jump, walk and idle animation, the other two states, climbing and crawling will be added later this week once the animations have been checked out and working. 

The animation has been linked up to the scripts for the character and is all in full working order as of at the moment. Some changes to be made to be able to fit climbing. but  Crawling should be simple enough to be implemented. 

The Idle Animation has been posted up onto Youtube, which is shown in the video below



The running animation moves from a walk to a run, making it seamless and a bit more life like than an actual run.



The jump animation is very simplistic at the moment, as we're trying to find a better animation for it. The same goes for Climbing, as well as getting climbing and crawling to work script wise. 


Monday, 24 March 2014

Industrial Unity File - Perspective (Depth Problem) Fix

After creating the assets for the depth problem, I implemented them into the Unity file. Below are the screenshot of how it looks with the new assets.



Added the alleyway and the rubble assets into the file the effects of depth within the level still looks good however I need to build upon it by adding more buildings for the start of the level and assets for the alleyway. Using additional assets was useful and effective in maintaining the depth in the game.

Title and Death Screens

Title Screen
 
- Showing the protagonist standing on top of a "see-saw log" looking up to the moon
- Camera placed at the bottom to capture the whole scene
- Added default unity grass with wind effect
 

 
Death Screen
 
- This screen will fade in once the player has failed and fallen through the map.
- Both GUITexts will fade in from the start and remain on screen
- Click on "Retry Again" button to restart the level 
- Emma has some code assistance with the package (same goes for the title)


Google Drive

Hey group, have set up an account with Google Drive, as we're getting closer to the deadline, thought it might be easier to move unity files across and update them with Google Drive.

There are two files, one for The Main file, and one for the Cut-scenes. I will put a third up for extras as a storage instead of using Facebook all the time.

Just head into Google drive and when stuff needs to be shared, add the newest Zip file, no more than two files in each of the files on there, the previous version then the updated version, in case of corruption.

Friday, 21 March 2014

Industrial Level - A small Asset Addition

Created more assets for Industrial due to a perspective problem in the Unity file. These assets are going to be used to block these odd perspective views that are in the level.

Below are screenshots of the models and where they will be placed within the world.



Sunday, 16 March 2014

Cut-scenes Completed: Emma

All 4 cut-scenes have been scripted and completed.

The first cut-scene has been made with Sony Vegas, to allow us to get the effects we wanted perfectly, without wasting extra time on trying to get it done via scripts. The final 3 cut-scenes were done within unity themselves.

I had made three variations of the opening cut-scene. The first was to get a basic Idea of the what we had all wanted for the opening cut-scene. As seen in the video below, the title sequence is basic and with place holder images.



The second is with the official final plans, along with the the flashes of the heart rate monitor making the title turn red. Though making it red didn't make much sense, which eventually lead to the third and final video intro which made the flashes white instead of red.





The Second cut-scene was the flashing of red, the soundtrack made by Mike featured heavy breathing and panic, as well as a heartbeat, the person had awoken after the car crash. We had agreed on a pulsing faint red light, pulsing to the heart beat, which started later in the song. There is a slight delay on the light, then when the heart beat starts the light also starts pulsing. Mike had managed to get some help for this, as we struggled a little to get the pulsing light to stay in time with the heartbeat.

The Third scene's soundtrack consisted of police sirens and ambulance sirens. so I made a moving lights script that moved the lights in time with the sound of the sirens, looking as if they passed by and stopped when they did in the soundtrack.

The final Cut-scene was an ending, which lead into the credits, we decided how the game would end, and decided that the scene would fade from black to white, as if walking to the light. I scripted a fade through from one colour to the next, and that it is white when the final song plays into the cutscene.

Tuesday, 11 March 2014

Industrial Unity File

The Unity file for the Industrial was easy to set up, I only had a minor issue with the scale factor however I did a workaround which helped a lot. The workaround consisted of using the Capsule to simulate the character and build the world around the scale of the Capsule.

Below is a screenshot of the Unity file. 


Adding the background buildings caused a perspective problem which is something I need to focus on. I decided to block of the view with a world asset which will help maintain the depth but block the sight of the street.