Popular Posts

Thursday, 17 May 2012

HUD Implementation

Today I implemented the HUD designs given to me from Andy. He provided me with a Font and shield image, in which I have scripted using 'MyStyle' and GUITexture's respectively. I then moved the coin count GUIlabel from the previous position to the middle of the shield.
The next step of implementation was to have a timer within the shield, allowing the player to be told how long it takes them to complete the respective level. We thought this would give extra drive for the player to continue, and even return for another play through to beat the previous score. The timer was implemented using a Clock timer script within Unity.


Tuesday, 1 May 2012

Level & Character Sound Scripts

In addition to the HUD, I have now moved onto working with Michael to implement his sounds and music into the Gameplay. He provided us with a huge variety of sounds, ranging from character footsteps to cannon fire.
To put the character and enemy sounds in place, I used Animation Events within Unity. This allowed me to have the sounds react during certain frames of the animations. This method was also used for sounds relating to the spikes and crushing boulders. In-Game music was added as a 2d sound, whilst other atmospheric sounds such as fire and battle scenes were applied. Footsteps were added using collision detection on the floor. This method allowed me to change the type of footstep depending on which surface the character traveled across.
Below is a list of the sounds used



Tuesday, 24 April 2012

Castle Model Renders & Unity Implementation

Since my last post featuring my castle, I have made a dew minor changes to it to increase it realism. A few of textures were changed, aswell as lighting and slight modeling additions such as flags. I also exported and optimised it for use within Unity on our second level. Within Unity all of the textures and materials were reduced in size in order to ensure smooth Gameplay and rendering.




Friday, 20 April 2012

Boulder & Town Level 1 Additions

Once the Log section of the level was complete, I set out to implement a similar set up, only with a boulder following you from behind. The Gameplay idea is that you have to outrun the boulder, and make the jump at the base of the slope.
To implement this in unity, I first created a a Cage & several Pillars in 3ds max, that were used to house the boulder. I then scripted the game to open the cage gate when walking underneath it, leaving the boulder free to roll out behind you.
Below are screen-shots of the various aspects.




The next step of development was to create the town section to the level. Here we wanted to concentrate on platformer puzzles and enemy AI challenges. Andy provided me with models such as Stalls, houses and barrels. I then used those to create an environment relevant to a town setting.
Challenges on this part are mainly based around cleverly using crates to navigate under and over obstacles, whilst having to fight off enemies as you progress.
The town ends with a dock environment, where I have placed a collider forcing a change of camera. The new camera displays an end of level graphic, where the total time and coins collected are displayed. A link will then take you to the next cut-scene.



Thursday, 12 April 2012

Castle and Boat 3D Models

Over the past week I have been working on a couple of models to use in our game, and also in a presentation for a Uni module in the coming weeks. 

Boat
The boat below is based on a medieval sail boat, and was made using box modeling within 3ds Max. The render was created using Mental Ray and the Mr Sun & Sky in the Daylight System.






Castle
My Castle was made using my previous Gate model as a starting point, and then progressing it into what became the image below. The basic creation methods used were extrusion, bevel and the normal transform tools. UVW texturing was used to maintain a professional and realistic look to it, however I still intend to add details to them to increase its authenticity further. The moss was added using the opacity texturing tool. I will add more renders as it nears completion.



Friday, 23 March 2012

War of the Roses Level Additions 2

Another aspect of the game I worked on this week was a new gameplay feature within the game. It involves the character running up a slope, which has a log come rolling down it towards him. This was done using colliders and a trigger script within Unity, that in turn activates the log at the top of the slope. The log is fixed on the Z axis, and has a script on it that will kill the character if touched. I have screenshot the new feature below.


Enemy Character Part 2

Over the past week I we have been continuing work on our enemy character for the game. Working with the original model we created, I added more detail to the Helmet, Head and Armour. The images below show my process.






Retopology
The next step we took was to retopologize the character. We split the workload evenly between us, with me completing the Helmet, Head and armour again. The related images are below.





Our next step is to import the objects into 3ds max and create the UVW unwrap for the model. We will then go onto create the normals, and then edit the standard UVW within photoshop.